Mike Acton

Mike Acton is Engine Director at Insomniac Games and runs CellPerformance.com <macton@gmail.com>

Greater Los Angeles Area

Current
Past
  • Sr. Architect at Highmoon Studios
  • Lead FX Programmer at Sammy Studios
  • Lead Programmer at FINE
  • Engine Programmer at Yukes co, ltd.
  • Technical Director / Engine Programmer at VBlank, inc.
  • Lead Programmer / Engine Programmer at Bluesky Software
  • Lead Programmer / Engine Programmer at Sony Interactive Studios America
Connections
500+ connections
Industry
Computer Games
Websites

Mike Acton’s Summary

I am a programmer who cares about performance. I understand that all the software we write must eventually sit on top of a real hardware platform and push real content and real experiences out to real people.

I am a programmer who appreciates the needs of the content creators. I understand that what I write is only a conduit between the artists, designers and the users.

I am a programmer who wants to give back to the community. I understand that I could not have done my job well without relying on the work of others and I have a duty to try my best to return the favor.


Mike Acton’s Experience

  • Engine Director

    Insomniac Games

    (Privately Held; 51-200 employees; Computer Games industry)

    January 2007Present (2 years 11 months)

  • Sr. Architect

    Highmoon Studios

    (Computer Games industry)

    May 2005November 2006 (1 year 7 months)

    Discovering the secrets of the Cell BE processor and the Playstation 3.

  • Lead FX Programmer

    Sammy Studios

    (Computer Games industry)

    April 2004March 2005 (1 year )

    Worked closely with the FX art staff to create custom tools, realtime editing and previewing on the target platform and some very cool special effects.

  • Lead Programmer

    FINE

    (Public Company; Computer Games industry)

    June 2003January 2004 (8 months)

    Worked on the LIME PS2 title. Developed all tools including art converters and a unique scripting language. Developed all console code including graphics engine, scripting engine, streaming engine and game code. Developed the title from start to gold master in record time.

  • Engine Programmer

    Yukes co, ltd.

    (Computer Games industry)

    January 2002June 2003 (1 year 6 months)

    Worked on developing a new PS2 graphics engine.

  • Technical Director / Engine Programmer

    VBlank, inc.

    (Computer Games industry)

    March 2000January 2002 (1 year 11 months)

    Mostly engine programming, plus designed the toolset and formats and co-developed the tools.

  • Lead Programmer / Engine Programmer

    Bluesky Software

    (Computer Games industry)

    January 1999March 2000 (1 year 3 months)

    I wrote and completed the PSX engine (arbitrary portals, no convexity design restrictions, using arbitrary geometry and all the pipeline tools (lightwave for geometry, image converters, etc)

  • Lead Programmer / Engine Programmer

    Sony Interactive Studios America

    (Public Company; Computer Games industry)

    1996June 1998 (2 years )

    Involved in every aspect of the development. Including character animation engine, camera logic, AI and virtual control systems, tools, etc.


Additional Information

Mike Acton’s Websites:

Mike Acton’s Groups:

ACM SIGGRAPH, IGDA (International Game Developers Association), AIAS (Academy of Interactive Arts and Sciences)

  •    The Official IEEE Group
  •    ACM SIGGRAPH
  •    Game Developers
  •    Linux Users
  •    Sony PlayStation Alumni Network
  •    Game Developers Conference®
  •    3D Visualisation and Graphics Programming
  •    Game Creator's Network
  •    Electronic Entertainment Industry Network
  •    Cell Broadband Engine™ Developers
  •    High Performance & Super Computing
  •    VideoGame Professionals
  •    Game Technology Directors

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