Posts Tagged LinkedIn
Those of you not visiting via a feed reader will notice that the site has undergone another of its annual facelifts, though this time the occasion is significant for two reasons: First of all, this May marks the 5th anniversary of maintaining this blog. When I first started I wrote under a pseudonym as the [...]
Due to the heavy reliance on video examples it was insufficient to simply post slides of the session I gave at the Montreal International Game Summit in November, so here is the full write-up outlining a proposal for a different approach to cutscenes as a form of delivering cinematic experiences in videogames. First, a little [...]
A few people at work have pointed me towards this audio interview I gave after the MIGS talk at the end of last year (a summary of which is still forthcoming, but you can see the slides here if you have a magnifying glass). If you can put up with the dodgy accent there may [...]
When I’m not making games, my hobby is graphic design, specifically web content. I’ve been able to fold this back into game development by creating web-based asset-tracking and communication tools that have helped both the Edmonton and Montreal teams throughout development of Mass Effect 2, and here’s a little something I can share. iPress is [...]
Today in North America – Friday in Europe. Go pick it up for Xbox or PC! This is the launch trailer, and I count some 75% of the shots here were done by the Montreal Cinematics team. So far the reviews have been overwhelmingly positive, but I still nervously await the ultimate litmus test – [...]
With two weeks to go from today, I thought I should plug that I’ll be speaking at the Montreal International Game Summit, with the talk entitled Cinematics Sans Cutscenes. Here is the abstract: Cutscenes are a divisive subject amongst videogame developers. We rely on them as a relatively production-safe solution for imparting exposition and story [...]
Another work-related post – three in a row! In a break from the norm, I’m not involved at all in the in-game animations for the sequel – so it’s cool to see several shots from one of my romance scenes ahead of the game’s realease. Not long to go now until this project is done [...]
Today marks my first year back at BioWare, and therefore (in my head anyway) the 1st anniversary of BioWare Montreal. No longer the youngest kid on the block, we had our very first ever studio photo earlier this month to commemorate the occasion, courtesy of Bartek. Note the cool Mass Effect 2 N7 shirts I [...]
The other week an old highschool friend of mine now residing in NY contacted me for a typical “day in the life” scenario from the games industry. While it’s not representative of my current situation, (which is virtually meeting-free), I gave him an example of the height of the end of Mass Effect 1 that [...]
Your videogame developer association is at a crossroads. The senior board staff are leaving left, right and centre and member apathy is at an all-time high. You’re looking for something, anything, to drum up passion once more in 13,000+ strong community where the vast majority of members are signed up automatically by employers often without [...]
This week is all about E3, and this time it’s going back to the way it should be – all loud noises, special announcements and awesome presentations on a world stage. We released a preview video some weeks ago which will forever be known internally as “the one with Parrish’s moustache”, but I wanted to [...]
The keen-eyed among you may have noticed the description on the left has been somewhat cryptic for some time now, referring to my secret location… The fact is I’ve been working on a new and exciting project and team inception for the last 6 months, and with both being officially announced I can finally reveal [...]
The latest issue of IdN magazine features an interview with motion graphics studio Logan’s Alexei Tylevich on his collaboration with Hideo Kojima to create the ten tv-spot-style intros for Metal Gear Solid 4, revealing a fair assessment of game development through the eyes of a design studio. While what we’re doing is very segmented – [...]
