The guys over at BioWare Austin postet a lengthy blogpost explaining how the kick ass cinematics the game is known for is made. 6azl
Ashley Ruhl has the mike:
Hello SWTOR’s 10th anniversary this year, and I’m here to give a nostalgic retrospective on the world of SWTOR cinematics: a little behind-the-scenes about how we create, where we’ve been, and where we hope to go in the future.

“Cinematic Designer is like a director, actor, and editor rolled into one. We take recorded scripts from our narrative team and create them visually. We set stages, place actors, decide where the action starts and stops, and create acting performances from a library of animations. We also work closely with art, visual effects, and audio teams to polish the final look of our scenes.
One of the features of SWTOR’s choice-based cutscenes is that they can play differently if you’re a body type and group size. Every camera is then edited by a cinematic designer to frame your unique character for the greatest dramatic effect.
Few created for SWTOR, and I was absolutely delighted that the community enjoyed it as much as I enjoyed making it.

After launch, the cinematics team stretched beyond standard stages and into new styles of cinematic presentation. One of our greatest improvements was moving cameras. Our cameras could now track character movement, swing to reaction shots, follow the path of spaceships… the galaxy was ours. This only made us more bold to bend the rules of our tools, most notably in our It’s a lot like a theme park ride!
I would be remiss if I didn’t mention how much I love knowing that they each led to a very different kind of story.
Now 10 hero can change your life, because those are the moments that you can see those qualities in yourself.
I’m amazing cinematic story in SWTOR that we’ve had the privilege to tell, and have yet to tell, and it’s exciting to think about what thrilling moments we’ll be making next.