Engine Director at Insomniac Games <firstname.lastname@example.org>
Computer Games | Greater Los Angeles Area, US
As Engine Director at Insomniac Games, my work is to lead one of the best engine teams ever assembled in the gaming industry focused on both usability and performance. Right now we're pushing the edge by developing our game development tools as a webapp.
I'm a regular speaker and active in the game development community. I've made it my personal mission to (1) further games in the mainstream and expand their cultural influence and our understanding of that; (2) champion the voices of individual game developers and help to make sure the right people are heard though work like #AltDevBlogADay; and (3) "fix" some of the power-dynamics and cultural baggage in our industry so that we keep advancing and can adapt well to the real pace of change.
I believe strongly that it is important give back to our community. None of us could have done our jobs well without relying on the work of others and those giants that came before us, and we have a duty to return that favor.
Along with sharing the lessons I've learned through building technology for video games, I'm also strongly motivated to improve our industry and connect on a more human level with players. I also believe that everyone can and should be making games. Examples of where I've spoken and written on these topics:
* Keynote: “#gamedev: We need to aim higher.” (Game Connect Asia Pacific 2011)
* #gamedev: Are we aiming too low? (ANIGAMES Expo, Bogotá, Colombia)
* The art of #gamedev (Nordic Game Conference 2011)
* Keynote (Nordic Game Stockholm Summit 2010)
* It doesn’t have to suck. #gamedev (http://www.insomniacgames.com/747/)
* #gamedev: We need to aim higher (http://altdevblogaday.com/2011/06/06/gamedev-we-need-to-aim-higher/)
My hobbies include designing new hardware on FGPAs and debating all challengers via Twitter (@Mike_Acton)
I live in Burbank with my teenage daughter.