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Nick Porcino

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Nick has been programming games and AI for robotics and toys since the late 1970's. He led the technology group at Sanctuary Woods, and was Senior Systems Engineer at Disney Interactive. He led the tools and technology group at LucasArts for a few years, until taking on the challenges of film/game convergence with ILM from 2003 to 2013. Subsequently Nick worked with Apple on game and AR technologies, Oculus Research, and is now working on art tools at Pixar Animation Studios.

Credited on 22 games

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Google Spotlight Stories (2013 on Android) Engineer
Star Wars: The Force Unleashed - Ultimate Sith Edition (2009 on Windows) Shared Tech
Star Wars: The Force Unleashed (2008 on PlayStation 3) Shared Tools and Technology
Star Wars: Battlefront II (2005 on PSP) Programmers
Secret Weapons Over Normandy (2003 on Xbox) Team Thanks
Gladius (2003 on PlayStation 2) Programmers - Tools and Technology
RTX: Red Rock (2003 on PlayStation 2) Graphics Programming
Star Wars: Bounty Hunter (2002 on GameCube) Game Engine Programmers
Star Wars: Jedi Starfighter (2002 on Xbox) Programmers
Star Wars: Super Bombad Racing (2001 on PlayStation 2) Programming
Disney's Arcade Frenzy (1999 on Windows) Associate Producer
Disney's Activity Centre: Tarzan (1999 on Windows) Engine Programmers
Disney's Hades Challenge (1998 on Windows) System Architecture
Disney's Adventures in Typing with Timon and Pumbaa (1998 on Windows) Engine Programmers
Disney's Hot Shots: Swampberry Sling (1998 on Windows) Sr. Game Designer
Disney's Hot Shots: Cub Chase (1998 on Windows) Sr. Game Designer
Disney's Ready to Read with Pooh (1997 on Windows) System Engineers
Orion Burger (1996 on DOS) Libraries / Utilities
Ripley's Believe It or Not!: The Riddle of Master Lu (1995 on DOS) GUI Programming
Radio Active (1994 on Windows 3.x) Special Thanks

[ full credits ]

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