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Mike Acton
INSIDER: MIKE ACTON

How much does framerate matter?...

Posted on Oct 29, 2009
Recently we've been asking ourselves some hard questions: What is it that we want to focus on? What's most important to us? What do we want to make?   And the answer is simple:   We want to give you guys, our fans and players, the best looking games you can buy on a console.   You may have already seen Ratchet and Clank Future: A Crack in Time (available in US stores now!)     I'm really proud of what our art and production teams accomplishe... More
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INSIDER: MIKE ACTON

Three Big Lies...

Posted on Mar 14, 2008
One of the things we talked about this year at GDC was what we called the "Three Big Lies of Software Development." How much programmers buy into these "lies" has a pretty profound effect on the design (and performance!) of an engine, or any high-performance embedded system for that matter.   You should keep in mind that all of this is just my opinion, based on my own personal experience. Your mileage may vary. :)   (Lie #1) Software is a platform   I bla... More
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INSIDER: MIKE ACTON

Fantasy of the Familiar...

Posted on Nov 30, 2007
Today's blog is actually by Brian Hastings, Chief Creative Officer.   Brian writes:   The concept of “Fantasy of the Familiar” began as my attempt to explain why certain parts of our games had a lot of appeal with players even though those parts didn’t seem any better or more fun than other parts. It seemed that many things in our games, such as the hockey match in Spyro 2, resonated with players because of “what it is”. In these situations the whole w... More
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