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2010.07.12
11:57:56
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Sure, I may be a little late to the party with an article about this game, but what strikes me about playing the masterpiece that is Rockstar’s Red Dead Redemption is my own conflict in the way I am trying to play it. This is something I have never encountered in a game before. Bioshock, Fallout 3, Mass Effect and other RPGs present you with an element of morality and choice, but it is all built-in as part of the game. With RDR, it is the narrative that I create, my own story constructed around the prescribed missions, that present the most interesting and challenging moral flashpoints. I have encountered a 3-way conflict when playing this game. When I started out, I wanted to play it as the good guy; I tried to be honourable and get my fame up and get the settlers to like me. My conflict: (hit the jump for more!!!)
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2010.07.05
17:26:19
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PA General Assistant – Creative Agency - Video Games - Soho If you’re a smart and switched on individual with energy, enthusiasm, initiative and a passion for the creative industries this is the perfect job for you. In a busy creative agency environment in Soho this is a great opportunity to join a team of talented people working on a range of exciting trailer projects with some of the biggest names in the video games industry including PlayStation, SEGA and Electronic Arts. We want someone exceptionally confident who can hit the ground running, get involved, get us organised and get to play a key part in a creative and hardworking team.
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2010.06.21
19:49:15
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(... Continued from Part Three) The Launch
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2010.06.21
15:56:28
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NEW JOB POST: Creative Director can you create the world’s best video games trailers? negotiable basic + bonus + incentives Maverick make great trailers and cinematics for the most prestigious video games developers and publishers. We want to make them even better. We work with the biggest and brightest; EA, PlayStation, SEGA, Nintendo, SquareEnix, Disney, Capcom to name just a few. This is a chance to lead and help build a company, to oversee a team of creatives and producers whose primary ambition will be outstanding creative work. Can you make us the world’s best at what we do?
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2010.06.18
13:36:02
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One of our Maverick tenets is that we make games communications that are authentic to the game experience – we believe that the game itself should be the primary inspiration and vehicle for the messaging we want to convey. As a result we have worked with a lot of different game engines to create various types of marketing and in-game content and are very interested in the development of Machinima - using a game engine to create narrative, cinematic and marketing content.
![]() In our experience, game engines are pretty good at relaying action, but for this project we needed the visuals to convey atmosphere and emotive content as well; a challenge even in live action. To attempt this in-engine, and taking into account the fact that Crysis 2, and CryEngine3 was still very much in development made the project an ambitious undertaking for all involved.
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2010.06.01
09:58:24
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(...continued from Part One) The key incarnation of our trailer concept for “The Wall” is seen in the decision to not have the Hero take the expected “heroic” action (exerting control or influence on a situation, normally assisted by a great big gun). Like all great cinematic action heroes, from Bond to Dirty Harry, the moments before the Hero takes action are arguably more important for audience understanding and empathy with the character or story.
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2010.05.14
16:45:03
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Today we saw the beginning of the end of one of our biggest projects for sometime and one that’s been hugely successful. Following our debrief today here’s the first part of our story; EA briefed Maverick on Crysis 2 in September 09 and it was clear from the very start that their vision was to have a trailer that was truly outstanding and different. There was also a commitment to achieve this in a way and to a level seldom (if ever) seen before in games advertising. We’d had a sneak preview of Richard Morgan’s back story for Crysis 2, which gave us an insight into the deep and immersive experience that the game sets out to achieve. There was also something else – a dark and emotive undercurrent to the story which got us intrigued and very excited but, at such an early stage in the process, we thought it better only to allude to these elements in the trailer, in order to convey something of the overall mood, tone and promise of the game without being overtly explicit in any details.
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2010.05.12
10:22:36
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Jane McGonigal: Gaming can make a better world
A particularly interesting lecture for Maverick - Jane McGonigal informs us how those millions of hours of computer gaming that humanity enjoys each day can be harnessed for our own good.
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2010.05.07
08:23:25
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Popped along to help present the Crysis 2 trailer to a team of animation professionals at 3DSLondon in a Soho pub last night. A nice opportunity to catch up with the talented team who worked on the project and get into the technical nitty gritty of making cinematic content using a game engine - as well as the pros (and cons) of working with a real-time engine. I think everyone was suitably impressed with the Cryengine3 and its potential in many different areas - thanks to all who came along. The group meet every month on a Thursday night - check out the link if you are interested in attending or contributing.
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2010.04.29
13:03:26
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Stunning animation...
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