Senior Cinematic Artist · Unreal Engine

CristianParadiso

Cinematics for AAA games. Seven titles with Supermassive Games, Antimatter Games and Ballistic Moon, shot with the eye of a live-action Director of Photography.

Selected work

Studios

01 — AAA Projects

Games & reels

I am a Senior Cinematic Artist with an extensive background in cinematography and filmmaking, bringing a strong understanding of visual storytelling, camera language and composition. With almost 7 years of experience in the games industry, I specialise in creating engaging cinematics that bring characters, stories and worlds to life. My strengths include camera direction, shot composition, lighting, pacing and visual storytelling, using Unreal Engine and Sequencer to deliver polished in-game cinematics. I can contribute creatively from early previs and blocking through to final implementation, working closely with directors, designers and animators to achieve a consistent creative vision. I bring a filmmaker's eye, strong artistic sensibility and collaborative approach, always aiming to elevate the emotional impact of the game.

Supermassive Games

Little Hope

Supermassive Games

House of Ashes

Supermassive Games

The Devil in Me

Ballistic Moon

Until Dawn

Unreal Engine

Cinematic test

Senior Cinematic Artist · Previs · Capture

A Senior Cinematic Artist with a strong foundation in filmmaking, I moved from live-action cinematography into AAA games, where I focus on high-quality, narrative-driven cinematics. With deep experience in camera animation, sequencing, motion capture and cinematic storytelling, I bring creative and technical precision to every project. I enjoy working across departments and thrive where visual storytelling is at the heart of the player experience, coordinating with different teams to resolve blockers, keep communication clear and meet tight deadlines.

Skills & tools

  • Unreal Engine (6+ years): Sequencer, previs, mocap direction
  • Camera animation, scene assembly, QTE design, storyboarding
  • Premiere Pro (12 years), DaVinci Resolve (6 years), After Effects (2 years)
  • Maya / MotionBuilder (currently training)

Film & video

  • Stock footageVarious agencies · 2015 – present · Cinematographer
  • WCH / Christmas at DraculaFeature films · 2015–2017 · Cinematographer
  • NHS ParamedicsBetheFox · 2018 · Director of Photography
  • Silent Loss, Hidden TruthTV production, London · 2018 · Video editor
  • Trig EnergyVox Media · 2018 · Video editor
  • Blow-Ins (documentary)2015 · DP & editor · Winner, Immigration Film Festival
  • Cork Film FestivalCork, Ireland · 2014 · Camera operator
  • This Time in EuropeFilmarmoniki Productions · 2014 · Director of Photography

Games & roles

  1. Studio RTNFreelance · 2024 – present

    Freelance cinematic work across several projects.

  2. Until Dawn (Remake)Ballistic Moon · 2024

    Created visually engaging camera work matched to the game's pacing and tone, using blocking, lensing and timing to guide the player's experience. Hands-on work with real-time tools that further honed my narrative-driven scene layout.

  3. IGI OriginsAntimatter Games · 2023

    Covered the full cinematic pipeline: previs from storyboards and script, scene assembly in engine and final camera implementation. Worked closely with animation and narrative to land the emotional beats while keeping sequences technically consistent.

  4. Directive 8020Supermassive Games · 2022

    First-pass scene assembly and previs, collaborating with animators and writers to translate their vision into visual language.

  5. The Devil in MeSupermassive Games · 2022

    Created key in-game cutscenes, from previs to final scene assembly and cinematic cameras. Working closely with the narrative and animation teams and the directors, I built dynamic sequences that served the story and stayed visually cohesive.

  6. The QuarrySupermassive Games · 2022

    Translated storyboard intent into 3D previs, edited and assembled scenes with the right staging and lighting, and crafted camera work that lifted the emotional beats and action pacing.

  7. House of AshesSupermassive Games · 2021

    Built several in-game cutscenes from the ground up, from previs and story flow to fully realised cinematic sequences. I handled camera composition, staging and pacing so that each moment served the narrative arc and felt right in the game's world.

  8. Little HopeSupermassive Games · 2020

    Contributed to key story moments, keeping continuity between gameplay and cutscenes and delivering high-quality sequences on schedule and in keeping with the game's tone.

Story
through the lens

In seven years I have worked on seven AAA games with industry-leading studios including Supermassive Games, Antimatter Games and Ballistic Moon.

My background is in live-action filmmaking as a Director of Photography, so I bring a strong sense of visual storytelling and a real love of collaboration. I work closely with writers, directors, animators and designers to make cinematics that immerse players and make them feel something.

I keep up with the industry and keep sharpening my skills with the latest tools, so the work stays inventive and current. My aim on every project is to raise both its visual and emotional quality.

7AAA games
7Years in games
3Studios
02 — Live action

Films & DP work

Before games: commercials, documentaries, music videos and corporate films as a Director of Photography and editor.

Music video

Twenty Four Seven

Music video

Doctor Doctor — Oh Pep!

Documentary

Blow-Ins

Corporate film

Jameson Distillery

Promo video

A Day in Brighton

Drone film

Concrete

Personal project

Cows

Motion graphics

Planets

03 — ContactLet's make something cinematicGet in
touch →
crist.paradiso@gmail.comLinkedInYouTubeShutterstock