paul-marino

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  • SWTOR developer blog on cinematic design

    by 
    Larry Everett
    Larry Everett
    12.31.2010

    Have you ever wondered why playing BioWare games like Mass Effect and DragonAge feels as if you're watching a movie? In fact, some would claim that it goes deeper than that.... that you feel as if you're in the movie yourself. This feeling of realistic involvement is orchestrated by the Cinematic Designer. Many video games do not have a designer filling this role, but Star Wars: The Old Republic has Paul Marino and his team. We all know BioWare's focus for this epic sci-fi MMO has been story, the "fourth pillar." Part of this fourth pillar process is to capture the player's emotional investment in the game. As Marino says in the latest SWTOR Developer Blog, "the Cinematic Design team members are the visual composers of this chapter of the Star Wars universe, developing scenes that players will remember for years to come." The developers are hoping that The Old Republic will not be a game you forget about once you're done playing for the day; instead, they hope it will be the game you keep talking about and cannot wait to jump back into. To read more about the cinematic design of SWTOR or to get involved in game testing, to visit the official site. May the Force be with you.

  • Cinemassively: La Reve Island in Second Life

    by 
    Moo Money
    Moo Money
    02.04.2008

    Amalthea Blanc, along with Candide LeMay, created this Machinima about La Reve island in Second Life. La Reve showcases artwork created by Lash Xevious. An interesting tidbit to note is that the background music is by Dreamaiden, who premiered her album in SL!Amalthea is a former blogger for Second Life Insider, a Machinima enthusiast, and contributor to pioneer Machinimator Paul Marino's blog, Thinking Machinima. She has followed along with the trends of this video form for quite some time, but has not released much yet. I look forward to seeing more of her work in the future!