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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.
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.
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.
From 1998 to 2004 I worked in the Irish film industry, mostly as a dialog/fx/
An example of my sound design work. This film was nominated for the Best Animated Short Oscar in 2002.
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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?
Drag to Rearrange