MASS EFFECT 3
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1.5 Cinematic Design
BioWare’s focus on developing cutting-edge story-driven game experiences has made them pioneers in many different areas—technology, process, development philosophy—and in some cases, they have to create entirely new disciplines.
When development of the original Mass Effect began in the early 2000s, the responsibility for creating the hybrid conversation sequences—which were, in effect, partly cinematic, partly interactive—fell on the shoulders of a tightly knit collaborative drawing from the design, art, technology, animation, and audio departments.
Over time, however, it became obvious that the unique nature of the interactive dialogue sequences that define so much of the Mass Effect experience depended on individuals with an unusual combination of skills, talent, and experience. Rather than simply rely on a cross-disciplinary team to take ad hoc responsibility for the sequences, BioWare created an entirely new role within the studio: the cinematic designer...
Related Essentials
- Single Player Campaign
- Intro to Mass Effect
- Galaxy at War Introduction
- Character Creation
- Character Development
- Preparing for and Getting to the Fight
- The Enemy
- Weapons
- Weapon Mods
- Armor
- Combat and Movement
- Attacking
- Powers
- Edi
- Importing Saves
- Garrus Vakarian
- James Vega
- Kaidan Alenko (Sentinel)
- Liara T’Soni
- Tali’Zorah
- Familiar Faces
- Commander Shepard
- Adept
- Engineer
- Infiltrator
- Sentinel
- Soldier
- Vanguard
- Ashley Williams

