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I want to introduce... uh... someone who's going to introduce our keynote speaker.
I want to bring up Alex Rosenberg. He's the manager of Platform Architecture for Sony Playstation.
[ applause ]
so... uh...
I got asked...
"Who from the games industry should come talk to this crowd?"
uh... you know...
the games industry's largely... well, the console gaming industry is largely C++-based
so really there's only one name for me
and that's... uh... who we're going to see today
Mike Acton, who is engine director at Insomniac Games.
umm... I don't know if you know their titles but they've done some like... "Resistance" and "Ratchet & Clank"
and umm..."Fuse"... and uhh... "Sunset Overdrive" is their new one.
Umm...
They pretty reliably put out two console games a year
which if you have
no frame of reference is a herculean effort
ummm... you know hundreds of people are involved in these things and uh...
getting it all to happen on schedule is very challenging
and um...
that's a core part of what Mike does there.
He's also been responsible for uhh... quite a bit of technology sharing in the games industry
umm
first thing that I have in my head is Cell performance website
which was for people working on the Cell chips that we used in the Playstation 3
as well as researchers who were using them
and then... uh... more recently Mike did AltDevBlogADay
where he encouraged
people from the games industry to write a single blog entry
each day
on a
common shared website so there was always something to read
and uhh
as well on Insomniacs page there's ... uh...
papers on various research they've done and things they've had success with
uhh... it's all been fascinating reading
and... uh...
with that... it's my pleasure to introduce Mike Acton
[ applause ]
Thanks
Hello, everybody
Ummm...
Thanks, Alex.
Uhh... So... yes, I'm Mike Acton. I'm Engine Director at Insomniac Games.
Umm...
How many people here are game developers?
OK
So...
Umm...
That's a relatively small minority of you
Ummm... So I want to give a little bit of background
anticipating that...
Umm...
on what... what I do, what... what our team does in the context of... umm... making games
umm...
so we as a team generally build the runtime systems... the...
especially the systems that umm... require the most
uh... performance...
um... are the most used in.. in.. a game as far the... the amount of data that's... that's been transformed
umm.. so the examples are the rendering system,
um... animation and gestures, streaming, cinematics, visual fx, post fx, navigation, localization, basically all the big kind of...
systems that are not specifically... umm... the game itself
we also do all the development tools
um... so the tools that we used inside the studio... as the studios to make the games
so the level creation tools, the lighting tools, the material editing tools
umm... visual effects creation tools, animation/state machine tools for animators
visual scripting, scene painting, cinematics... tons, tons of tools... hundreds of tools