About Me

In my 12 years in the gaming industry, I’ve had the good fortune to work in several aspects of game creation. I enjoy the challenge that goes along with the ever-changing needs of the creative process. I love solving problems and working together with several disciplines to create truly memorable games.

I bring with me a wealth of experience, having worked in several industries. I’ve been a soldier, a car salesman and an airline supervisor just to name some of them. I’ve been lucky enough to travel the world, from Maine to Mozambique. I play the ukulele (badly.) I am conversant in Spanish. I enjoy table-top role-playing games, reading just about anything, British television and the occasional round of disc golf.

Contact Details

Christopher Tritt
P.O. Box 865
Pine Valley, CA 91962 US

(619) 850-4440
mail@christritt.com

Education

San Diego State University

B.S. in Business Administration with an emphasis in Marketing / Minor in English 2010

So you are probably wondering why a game designer would want a degree in marketing. Well, I’m glad you asked… Marketing can mean a number of things, depending on whom you ask: Sales, Brand Management, Search Engine Optimization, Advertising and Communications. (Trust me, the list is enormous.) One of the things Marketing does very well, is it incorporates elements of sociology and psychology in tailoring your message to a specific group; in this case, your target audience. I apply some of these techniques in crafting stories.

San Diego Mesa College

A.A. in Transfer Studies 2007

This area of education allowed me to explore all kinds of useful courses to assist in my writing, such as History, Cultural and Physical Anthropology, Geology and of course lots and lots of English and Creative Writing classes.

Air Education and Training Command, Goodfellow Air Force Base, TX

Certificate of Completion 1991

I served in the U.S. Army for over 8 years, specifically as a Signals Intelligence Analyst (which, admittedly, sounds a lot cooler than it actually was.) This experience gave me first-hand knowledge of the military and how it works. I also got to throw hand grenades (which was awesome.)

Experience

Killspace Entertainment, Inc.

2009 - 2011
Producer / Designer
Yar’s Revenge for XBox Live, PS3 and PC
  • Author, design, treatments, and supporting documents.
  • Provide feedback on game balance, level progression and implementation.
  • Provide direction to maintain game cohesion and overall vision.
  • Business development.

Left Field Productions, Inc.

2001 - 2003
Producer
Lead Designer on MTX
MTX for PS2, XBox
Backyard Football for Gamecube
  • Manage day-to-day operations of the studio.
  • Coordinate efforts between developers, artists, sound design, QA and HR.
  • Develop and maintain ongoing relationships with publishers for business development.
  • Recruit talent as needed.
  • Procure software and equipment as needed.

On MTX
  • Schedule and Manage track designers.
  • Create and maintain design documentation.
  • Create game content, including mission objectives, difficulty progression, character-upgrades and skills tests.
  • Design GUI.

On Backyard Football
  • Involved in all areas of game production, including contract negotiation, milestone delivery and final approval by the publisher, Nintendo and the NFL.
  • Scheduled staff of 26 programmers and artists to meet strict deadlines.
  • Create documentation to fulfill publisher and licensor requirements.
  • Schedule team using MS Project.
  • Lead Designer on project.
  • Authored voice-over script for new game content.
  • Liaison with publisher, Humongous, Inc.

Visionscape Interactive, Inc.

2000 - 2001
Designer
Razor Scooter Racin’ for PSX
A.I.: Chaser for XBox (released as Sea Blade)
  • Create and develop new intellectual properties.
  • Mentor junior designers in developing game ideas.
  • Direct programming staff to create game features.
  • Test and balance game content.

On Razor Scooter Racin’ for PSX
  • Character progression and skills development.
  • Track design and balance.
  • Difficulty progression.

On Backyard Football
  • Involved in all areas of game production, including contract negotiation, milestone delivery and final approval by the publisher, Nintendo and the NFL.
  • Scheduled staff of 26 programmers and artists to meet strict deadlines.
  • Create documentation to fulfill publisher and licensor requirements.
  • Schedule team using MS Project.
  • Lead Designer on project.
  • Authored voice-over script for new game content.
  • Liaison with publisher, Humongous, Inc.

Titus Interactive S.A.

1999
Producer (External)
KAO the Kangaroo for PC
Barbarian for PS2, Gamecube and Xbox
Top Gun: Combat Zones for PS2
Exhibition of Speed for Dreamcast
Worms World Party for Dreamcast
Virtual Kasparov for PSX
  • Maintain communications with product developers in the U.S., Japan, England, and France.
  • Approve milestones from product developers and trouble-shoot any problems they may be having.
  • Report on progress of product developers to upper management.
  • Liaison between Titus and licensors, Universal, Sega, Sony and Nintendo.

Sony Computer Entertainment America

1993 - 1999
Assistant Producer on Jet Moto 2124, Spawn: The Eternal, and Steel Reign.
Lead Tester on Tanarus.
Tester on MLB Pennant Race, NBA Hang Time, ESPN National Hockey Night, and ESPN Speed World.
Jet Moto 2124 for PS1 (Unreleased)
Spawn: The Eternal for PS1
Tanarus for PC
MLB Pennant Race for PS1
NBA Hang Time for Sega CD
ESPN National Hockey Night for SNES, Sega Genesis and Sega CD
ESPN Speed World
  • Assist the Producer in managing the team.
  • Coordinate efforts of QA and product development..
  • Provide feedback on design and overall quality.
  • Fostered relationships with advertisers for in-game branding purposes.
  • Liaison between music industry and SCEA.
  • Attended related events to obtain suitable reference material.
  • Authored voice-over script.
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