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Me

Rock­s­tar Games

I had been try­ing un­suc­cess­ful­ly to estab­lish myself as a sound ed­itor in New York for about 9 months when I heard from a form­er room­mate that Rock­s­tar Games needed anoth­er dia­log ed­itor for Grand Theft Auto: San An­dreas. I was delight­ed. Not only was the job, although short, go­ing to pay enough to keep me in the city for anoth­er month, but I had ac­tually bought a PS2 sole­ly in or­der to play Vice City a cou­ple of years earlier. I was a fan!

A two week job turned into a three week job, then a month... I was on San An­dreas until the end, and I was hired back a cou­ple of months ‖La­ter to or­ganize and su­pervise the dia­log and cutscene audio for The War­ri­ors. This led into Bul­ly, then Man­hunt 2. I free­lanced for anoth­er 9 months until I was even­tually hired full time as Produc­tion Audio As­set Man­ager, a ti­tle which alread­y didn't cov­er all of the re­spon­si­bil­i­ties I had ac­crued.

I start­ed writ­ing dia­log for back­ground char­ac­ters on GTA4, and start­ed di­rect­ing on The Lost and Damned. On Mid­night Club: Los An­ge­les I was tasked with co-or­d­i­nat­ing with the de­vel­op­ers and lead writ­er about cre­at­ing the dia­log struc­ture. On Red Dead Re­demp­tion I was giv­en the respon­sibil­ity of work­ing with the de­vel­op­ers and lead writ­er to devel­op the entire struc­ture of the AI audio. All non-mis­sion-specif­ic dia­log in that game was gen­er­at­ed by writ­ers work­ing from tem­plates I cre­at­ed. I also wrote, and I was flown out to LA on a cou­ple of oc­ca­sions to direct. I directed all the pain grunts for the game, in­clud­ing for the main char­acter. As well as all this I kept up with or­ganiz­ing all the edit­ing, cutscene fa­cial an­ima­tion data crea­tion and cutscene sync for the game, which was enor­mous - one of the largest games ever made in terms of produc­tion content. I am very proud of my work on Red Dead Re­demp­tion. I don't claim to have made any great crea­tive con­tri­bu­tions, but I had more in­put into that game than any oth­er.

Red Dead Re­demp­tion was the last game I saw to comple­tion at Rock­s­tar. Aft­er 6 years of work­ing at Rock­s­tar and learn­ing all about AAA video game produc­tion at one of the greatest stu­dios in the world I decid­ed it was time to move on and try some­thing dif­ferent.

W.E.L.D.E.R.

Aft­er leav­ing Rock­s­tar Games in May, 2010 I start­ed talk­ing to Eli Weiss­man about col­lab­o­rat­ing. Eli had hired me at Rock­s­tar and was my su­pervis­or until he left in 2008. We had become good friends and stayed in touch. He was do­ing some consultant work for Britt My­ers at his com­pany Great City Pro­duc­tions, and Britt was in­terested in start­ing a cas­ual games busi­ness. The three of us formed High­line Games in the first half of 2011.

W.E.L.D.E.R. is our first proj­ect. It's a word game - a cross between Scrab­ble and Be­jew­elled. I took the lead in cre­at­ing the ini­tial design doc­ument as at that time I had the most expe­rience communicating with coders. We hired Guy Hun­dere to code and we start­ed to devel­op a pro­totype.

I felt it was very impor­tant that the game not have an ab­stract design - that the look and feel some­how tied into the game log­ic with some kind of phys­ical real­ity, that there was some kind of sto­ry that tied it all togeth­er. Why do the tiles fall? Why do the words form? What hap­pens to them? Todd My­ers came up with the con­cept of a machine with met­al tiles that weld­ed and we hired Jon Brzys­ki to create all the art as­sets based on that con­cept.

We devel­oped the game by test­ing pro­totypes, get­ting togeth­er in a small room to hash out changes and ideas to take it fur­ther, communicating these to Guy then do­ing it again. We very quick­ly re­al­ized we had some­thing very ad­dic­tive on our hands and also that this was a much larg­er proj­ect than we had first en­vi­sioned.

As we neared the fin­ish line we teamed up with Ay­o­pa Games to pub­lish and gen­erally rep­resent us to the world. We were cho­sen as iPhone Game of the Week on release in Novem­ber 2010, and have been for­tunate to have been fea­tured by Ap­ple in the iTunes store on a num­ber of oc­ca­sions since. We were brief­ly the num­ber 1 game on the iPad, and when we re­leased the Mac App ver­sion in July 2011 we were that week's Ed­itor's Pick and made num­ber 1 in the Mac App store.

Since then the game has only grown in scale. We have added new fea­tures, new lev­els, bo­nus modes and a 2 play­er mode. We've worked with many more coders and artists, chief among them Aman­da Wixt­ed, for­merly of Zyn­ga.

It's been quite a ride, and an intense learn­ing expe­rience. My fon­d­est wish is to take this expe­rience and create some­thing even bet­ter.

Websites

I have al­ways been in­terested in build­ing web­sites, and have taught myself HTML, CSS jQuery, PHP, MySQL and AJAX. I learn by build­ing.

I am not a graph­ic design­er so my solo ef­forts tend to look undistin­guished, howev­er func­tio­n­al. I have worked with graph­ic design­ers to create sites profes­sionally, and that is al­ways a sat­is­fy­ing expe­rience.

This Page

I built this site to learn how to im­plement drag and drop, then I re­al­ized that was perhaps not the most access­ible way to pres­ent the information (you can click my name up top to re­arrange the box­es) so I re­skinned it in a more conventio­n­al style and built a css swap­per so peo­ple can switch between them. Click the "Switch" but­ton in the top right cor­ner to change views (you're cur­rently look­ing at the ver­sion). The content is the same just with dif­ferent CSS and ja­vascript. Note the page does not reload, and ei­ther ver­sion is access­ible direct­ly us­ing a URL. I also played around with the Goo­gle+ API (ev­erything in the "Me" sec­tion is pulled from my G+ pro­file) and built a sim­ple poll­ing sys­tem. Fun!

Sul­li­van & Part­n­ers

This is a site I cod­ed profes­sionally for Gregg Sul­li­van. I de­signed the functio­n­ality and did all the cod­ing - the graph­ic design was done by Jon Brzys­ki.
The con­cept was to have no load­ing, min­imal scrolling, and a user friend­ly back end for content up­dates. The content is all pulled from a Word­press in­stalla­tion. The jQuery that cre­ates the nav­iga­tion is gen­er­at­ed by PHP al­low­ing the cli­ent to up­date the content, in­clud­ing ad­d­ing, re­nam­ing and rear­rang­ing sec­tions and subsec­tions, without hav­ing to man­ually rebuild the jQuery. Deep link­ing is also pos­sible as the nav­iga­tion is trig­gered by a change in the hash rath­er than direct­ly by click­ing.

Volume Music + Sound

Another heavily skinned Wordpress installation based off a professional design, all using the hash change to allow deep linking (I love using that hash change!). This project required learning about the Vimeo API and Froogaloop, their video control framework. Plenty of CSS trickery involved here. I really like the little animated elements in the background - all jQuery.

W.E.L.D.E.R.

Anoth­er site built off a Jon Brzys­ki design. Jon also de­signed the game. This one I did for free; aft­er all, I'm one of the own­ers of the com­pany!
This was a straight­for­ward HTML and CSS im­plementation of a design done in Pho­to­shop, although there is some jQuery. The most in­teresting chal­lenge was the word tube on the home page. It ran­domly pulls words from a MySQL database us­ing AJAX to call a PHP func­tion and scrolls them along behind the tube us­ing jQuery.

Michael Bardin - Ar­chitect

Anoth­er profes­sional job, this one with vis­ual design be­ing done by the cli­ent. A fair­ly min­imalist design us­ing AJAX (also us­ing the hash change to allow deep link­ing). Most of the content con­sists of im­ages displayed hor­izon­tally rath­er than ver­tically. The most in­teresting part was cre­at­ing the interface for scrolling the page in a way that also worked on Mo­bile de­vices.

Drab­ble Beach

This is where I taught myself how to use AJAX, my main rea­son for cre­at­ing it. I've been fascinated by the con­cept of Drab­bles (100 word prose com­po­si­tions) since I was a teen­ag­er, and I thought this would be a great way to discov­er, create and share them. I still think it's a good idea, but I was once again let down by my own poor vis­ual design sense, a lack of content, and a fail­ure to mar­ket suc­cess­ful­ly. This was my first attempt to in­tegrate the Face­book API into a site.

Mov­ies

From 1998 to 2004 I worked in the Ir­ish film in­dustry, most­ly as a dia­log/fx/fo­ley/adr ed­itor but also some script read­ing and some teach­ing. I have worked with John Boor­man, Neil Jor­dan, Ren­ny Har­lin, John Car­ney and many oth­er di­rec­tors. Since mov­ing to New York I have co-writ­ten one DTV sci­ence fic­tion mov­ie and "act­ed" (been killed in) three more.

My Film & TV credits

Fifty Percent Grey

An example of my sound design work. This film was nominated for the Best Animated Short Oscar in 2002.

(If you don't see a video here, Refresh the page)

Contact

Email

anthony.litton@gmail.com

Phone

+1 (347) 270 8010

Résumé

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Poll

Help me out! I have two versions of this site - a pretty straightforward one, and a more quirky one. This is the one. You can see the other one by hitting the "Switch" button at the top right of the screen.

Which do you prefer?

This version:
The other version:

Drag to Rearrange