Author Archives: Seth Marinello

Open Data and Game Environments

The biggest challenge in modern game development is the rising cost of content. Consumer grade systems now allow for so much detail that the amount of work required to create a game world has skyrocketed, making open-world games nearly impossible for a small studio or team. Today even large, experienced teams struggle to capitalize on […]

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GDC 2012 – Building a Universe Through Details

Thanks for the photo Slides: [Download]

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Jolly Rover

I played a lot of Jolly Rover this weekend, one of my favorite little moments is captured above. I have to say, this is one of the strangest games in recent memory.

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Immersive World Goals

With both Dead Space 2 released and Dead Space 2: Severed announced I have been thinking a lot about potential side-projects for my suddenly free evenings. Going through the processes of defining what sort of game I would make got me thinking more about my overall design philosophy and I hope to record a few […]

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Game Design Expo 2011

I was a speaker this year at the Vancouver Game Design Expo on Jan 24th. My presentation covered what I have learned about using horror effectively while working on Dead Space 2. The raw slides are attached here as a PDF. I will be doing future posts which will go into the topics covered in […]

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FTW Competition

At the tail end of last term we entered TaxiCity into the FTW Competition. A few weeks ago the announced the finalist and to our surprise TaxiCity was nominated in two categories! Now all the votes have been tallied and we are walking away with the award for best student application, which really is awesome. […]

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Narrative Volume

Thinking over narrative leeway got me thinking about the volume of narrative in an experience. The narrative volume of a work is a combination of the depth of characters, world and story. Often this is thought of as having a deep story, one which the audience gains a deeper understanding of through repeat experiences or […]

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Define: Meaningful Choice on Google

Looking through my incoming searches today I discovered a number of people are finding altereddreams by typing “define: meaningful choice”. It turns out the Google Gods have selected my definition from Notes on Interactive Narrative is the current definitive definition! This is the the most prominent place altereddreams has ever been on Google, so I […]

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Narrative Leeway In Games

I have been thinking of something I am calling Narrative Leeway (the amount the plot is allowed to deviate from a predefined story), and I think I have finally condensed my thoughts down into something sensible. This all started when I was playing Heavy Rain a few weeks ago, and I am going to throw […]

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I have been working on TaxiCity since the end of January, but between getting the project rolling and the Olympics I haven’t had much time to update the site. This ends now! TaxiCity is a Silverlight game created using open data from the City of Vancouver and the public Bing Maps API. Our team is […]

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  • About

    Seth Marinello, game designer

    I began gaming in the early 90's during the heyday of PC shareware gaming. Somewhere during my Computer Science undergraduate studies I became interested not just in playing games, but creating them as well. I completed my Masters of Digital Media degree at the Centre for Digital Media in Vancouver, B.C. I am now a level designer at Visceral Games is my online notebook and portfolio. Here you will find my thoughts and presentations on gaming as well as the projects I have worked on during my studies.
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