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DEMO REEL

A reel compiling some of my cinematic work. A breakdown of the shots in this reel and what my responsibilities on them were can be found in the link below

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CINEMATICS

A selection of extended clips and full sequences that I've worked on

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RESUME


Summary

Experienced game developer focusing on storytelling, cinematics, and narrative design. I'm passionate about games that are compelling to players through their combination of narrative and mechanics

HIGHLIGHTS

  • Developed games for consoles, PC/Mac, and mobile

  • Worked with numerous IPs, including: The Walking Dead, Game of Thrones, Minecraft, Borderlands, The X-Files

  • Strong cinematic eye and grasp of cinematographic storytelling techniques

  • Experience working on a variety of production timelines, from tight episodic schedules, to lengthy AAA productions, to open-ended R&D explorations

  • Experience with Unity and proprietary game engines. Adapt easily to new software and pipelines

SKUNKAPE GAMES

NOVATO, CA

(2020-2021)

Cinematic Artist

Sam and Max Save the World Remastered (2020)

  • The sole cinematic artist on a small team that remastered Telltale Games' six-episode series Sam and Max Save the World (2007)

  • Updated cutscenes and dialog sequences, bringing up the quality of the cinematography and performances and unifying the look throughout the season

  • Created new cameras for free walk sequences, with an overall goal to make the cameras feel more grounded in the limitations of actual cameras

  • Created new cutscenes, utilizing new assets as well as repurposing existing ones

FOGBANK ENTERTAINMENT

SAN FRANCISCO, CA

(2018-2020)

Cinematic Director

Storyscape (iOS/Android) Projects include: The X-Files (2019), The X-Files Season 2 (unreleased), Unannounced Original IP

  • Director of a 10-episode season on Storyscape, a narrative game for mobile devices

  • Developed a creative vision for the game that aligned with the IP and the script, and communicated that vision to other team members

  • Set the bar on the game for acting performance, lighting style, and cinematography

  • Determined the tone and style of scenes and planned environment and illustration requests based on that. Provided feedback on those assets to outside vendors

  • Constructed episodes on a 4-day timeline, creating best in class cinematic sequences and character performances

  • Provided feedback to Assistant Directors, developing their skills and keeping their work in line with the style

HANGAR 13

NOVATO, CA

(2016-2018)

Narrative Designer

On an unannounced project (2017-2018):

  • Developed the core mechanic for the game through prototyping, storyboards, and design documents

  • Established the setting of the project, developing a narrative and world that fits the game mechanic

  • Designed a board game as a prototype for a larger system in the game

Mafia 3 (2016-2017):

  • Worked on the living world team; made and placed interactions for characters in order to simulate the variance of life in a city, working with a system that responds to weather, time of day, and socio-economic variations

  • Provided cinematic feedback for in-game cutscenes

TELLTALE GAMES

SAN RAFAEL, CA

(2008-2015)

Episode Director

The Walking Dead: Michonne - Episode 1 "In Too Deep" (2016) (Credited as Additional Direction)

The Walking Dead: Season 2 - Episode 2 "A House Divided" (2014)

The Walking Dead: Season 1 - Episode 3 "Long Road Ahead" (2012)

Back to the Future: The Game - Episode 3 "Citizen Brown" (2011)

  • Led a 40-60 person team as the creative vision-holder on an episode, setting and maintaining tone and style

  • Collaborated with the writing and design teams to develop the story

  • Worked closely with the cinematic team, voice actors, and animators: the core of a cinematic, character-driven game

  • Communicated with studio leadership and producers to share our progress and obtain feedback

​

Lead Cinematic Artist - 6 episodes shipped

  • Managed and mentored a team of 6-18 cinematic artists

  • Established scene assignments and schedules alongside the production team

  • Reviewed cinematic work with the director, communicating feedback and best practices

  • Completed pre-production and pre-visualization work that increased efficiency among the team

​

Cinematic Artist - 45 episodes shipped

  • Created compelling and dynamic cutscenes and gameplay sequences, bringing them from layout to final polish

  • Crafted acting performances using a library of mood and gesture animations

EDUCATION

The Art Institute of California - San Francisco
San Francisco, CA
Media Arts & Animation, 2007

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CONTACT

916.220.4543

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©2020 by Eric Parsons

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