Difference between revisions of "Craig Stitt"

From Sega Retro

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| birthplace=[[wikipedia:United States|United States]]
 
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| company=[[Sega of America]]{{ref|https://www.linkedin.com/in/craig-stitt-5257bb97/}}
 
| divisions=[[Sega Technical Institute]]
 
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| start=1990{{ref|https://www.linkedin.com/in/craig-stitt-5257bb97/}}
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| end=1995{{ref|https://www.linkedin.com/in/craig-stitt-5257bb97/}}
 
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| role=Artist
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{{Employment
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| company=Insomniac Games{{ref|https://www.linkedin.com/in/craig-stitt-5257bb97/}}
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| start=1995{{ref|https://www.linkedin.com/in/craig-stitt-5257bb97/}}
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| end=2005{{ref|https://www.linkedin.com/in/craig-stitt-5257bb97/}}
 
}}
 
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{{sub-stub}}'''{{PAGENAME}}''' is a former developer for [[Sonic Team]] who worked at the [[Sega Technical Institute]]. He is currently employed at Insomniac Games.  
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| role=Artist{{ref|https://www.linkedin.com/in/craig-stitt-5257bb97/}}
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| education=[[wikipedia:San Jose State University|San Jose State University]] (19xx-19xx; BA Art Education){{ref|https://www.linkedin.com/in/craig-stitt-5257bb97/}}
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}}
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{{stub}}'''{{PAGENAME}}''' is an American art director and former [[Sega Technical Institute]] artist, known for his work on a number of the studio's Western-developed [[Mega Drive]] titles.{{ref|https://www.linkedin.com/in/craig-stitt-5257bb97/}}
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==Career==
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{{PAGENAME}}'s first job in the game industry was with [[Sega Technical Institute]]. He had been creating computer graphics for a couple of years, and one day came across a 1990 ad in the newspaper that read "Wanted: Videogame designers and artists, no experience necessary". Thankfully, he responded to the ad, and was officially hired as a game artist at STI later that year. His very first game would be the 1992 action platformer ''[[Kid Chameleon]]''.{{ref|1=https://www.youtube.com/watch?v=UOlHbBTF8eI}} During his time with the company, he had a hand in creating artwork for a number of the studio's projects, including unreleased [[Mega Drive]] titles like ''[[Dark Empires]]'', ''[[Jester]]'', and ''[[Astropede]]'', among others. He also did some minor work for ''[[Comix Zone]]'' and ''[[Kid Chameleon]]''.{{intref|Interview: Craig Stitt (2001-01-23) by ICEknight}}
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[[File:Hiddenpalaces2.png|thumb|right|Stitt was the primary artist for ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'''s infamous [[sonic:Hidden Palace Zone|Hidden Palace Zone]].]]
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Stitt's most well-known contribution to video gaming was his work on ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''. Acting as a level artist, he created artwork for a number of the game's Zones. While he was not directly responsible for designing any Zone layouts, he did occasionally have a hand in creative brainstorming in the design process. Stitt was provided with a [[Digitizer]] for creating his pixel art and a rudimentary paper map of a Zone layout, and once he created about a couple hundred tiles on the hardware, he would begin implementing them in the actual game. He recalls that some of his work was not included in the final release, including art of a clown/rollercoaster-themed Zone, alongside the famous [[sonic:Hidden Palace Zone|Hidden Palace Zone]], stating "if art had to get cut out it always seemed to be the American's on the team whos art got cut."{{intref|Interview: Craig Stitt (2001-01-23) by ICEknight}}
  
==History==
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Following ''Sonic 2'', Stitt went about designing a mascot-platformer of his very own. Titled ''[[Astropede]]'', it spent about 14 months in development before being permanently put "on hold". While described by Stitt as a "solid game", he feels it would have performed well if it had been better managed and actually released. Reportedly, ''Astropede'' was the only reason Stitt was remaining at [[Sega of America]], and following its shelving in 1994, he was prompted to leave the company only one year later.{{intref|Interview: Craig Stitt (2001-01-23) by ICEknight}} Following his departure from the company, Stitt accepted a position as Art Director at the [[wikipedia:Burbank, California|Burbank, California]]-based developer [[wikipedia:Insomniac Games|Insomniac Games]] later that year.{{ref|https://www.linkedin.com/in/craig-stitt-5257bb97/}}  
Stitt recalls that the first game he ever worked on was the [[Mega Drive]] title ''[[Kid Chameleon]]''.{{ref|1=https://www.youtube.com/watch?v=UOlHbBTF8eI}}
 
  
 
==Production history==
 
==Production history==
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==Interviews==
 
==Interviews==
 
{{InterviewList|{{PAGENAME}}}}
 
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==External links==
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*[https://www.linkedin.com/in/craig-stitt-5257bb97/ {{PAGENAME}}] at [https://www.linkedin.com/ LinkedIn]
  
 
==References==
 
==References==
 
<references />
 
<references />

Revision as of 01:54, 9 November 2023

CraigStitt.jpg
Craig Stitt
Place of birth: United States
Employment history:
Sega of America[1] (1990[1] – 1995[1])
Divisions:
Insomniac Games[1] (1995[1] – 2005[1])
Role(s): Artist[1]
Education: San Jose State University (19xx-19xx; BA Art Education)[1]

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Craig Stitt is an American art director and former Sega Technical Institute artist, known for his work on a number of the studio's Western-developed Mega Drive titles.[1]

Career

Craig Stitt's first job in the game industry was with Sega Technical Institute. He had been creating computer graphics for a couple of years, and one day came across a 1990 ad in the newspaper that read "Wanted: Videogame designers and artists, no experience necessary". Thankfully, he responded to the ad, and was officially hired as a game artist at STI later that year. His very first game would be the 1992 action platformer Kid Chameleon.[2] During his time with the company, he had a hand in creating artwork for a number of the studio's projects, including unreleased Mega Drive titles like Dark Empires, Jester, and Astropede, among others. He also did some minor work for Comix Zone and Kid Chameleon.[3]

Stitt was the primary artist for Sonic the Hedgehog 2's infamous Hidden Palace Zone.

Stitt's most well-known contribution to video gaming was his work on Sonic the Hedgehog 2. Acting as a level artist, he created artwork for a number of the game's Zones. While he was not directly responsible for designing any Zone layouts, he did occasionally have a hand in creative brainstorming in the design process. Stitt was provided with a Digitizer for creating his pixel art and a rudimentary paper map of a Zone layout, and once he created about a couple hundred tiles on the hardware, he would begin implementing them in the actual game. He recalls that some of his work was not included in the final release, including art of a clown/rollercoaster-themed Zone, alongside the famous Hidden Palace Zone, stating "if art had to get cut out it always seemed to be the American's on the team whos art got cut."[3]

Following Sonic 2, Stitt went about designing a mascot-platformer of his very own. Titled Astropede, it spent about 14 months in development before being permanently put "on hold". While described by Stitt as a "solid game", he feels it would have performed well if it had been better managed and actually released. Reportedly, Astropede was the only reason Stitt was remaining at Sega of America, and following its shelving in 1994, he was prompted to leave the company only one year later.[3] Following his departure from the company, Stitt accepted a position as Art Director at the Burbank, California-based developer Insomniac Games later that year.[1]

Production history

Interviews

External links

References