BioWare goes down under to PAX Australia

PAX Aus

G’Day! I’m very pleased to announce that BioWare will be attending the very first PAX Australia in Melbourne from July 19 to July 21. BioWare has been part of both PAX Prime and PAX East for years, and we are thrilled to now be able to come to Australia and meet our fans there.

Come out to PAX Australia for your chance to meet Cameron Lee (Producer), Patrick Weekes (Senior Writer), Karin Weekes (Lead Editor), and “Evil” Chris Priestly (Community Event planner) as they hold their first-ever-in-Australia panel “BioWare Goes Down Under” Friday July 19 from 4:30-5:30 in the Dropbear Theatre.

We’re still finalizing other activities for our visit and want to hear from local Melbournians… Melburnians… Melbournites…. BioWare fans about where we should go and what we should see. We want to see the sights and meet our fans during our stay, so any suggestions for gatherings, parties or ways we can talk with you are very welcome! Email us your ideas to community@bioware.com or contact me through Twitter at @BioEvilChris and visit the BioWare Facebook Page for updates on our Australian trip.

We hope to see you mad blokes and ace sheilas for a fair dinkum chin wag when we come down under for PAX Australia! (Ok, ok – I promise no more Canadian guy trying to use Australian slang. No worries.)

MP Survey Results and Conclusions

Written by: Bastiaan Frank, Lead Level Design ME3

Summary

We received an incredible response to our multiplayer level survey and would like to thank all 26,000 participants.  The data you provided has been illuminating, and we’ve summarized the results below.

survey

Looking at the data, we see interesting connections. In general, the gameplay and overall scores are closely tied to the difficulty score. The easier the level, the more people enjoy it. Our telemetry supports this, showing that easier levels were played the most.

Firebase Glacier is a prime example. This popular level received average gameplay and overall scores, and it was also one of the easiest levels to complete. In was the fourth favorite map out of 19.

The exception is the Hazard version of Firebase Ghost (Acid Rain), which scored well overall but was also difficult. It had a much higher difficulty rating than Firebase Ghost, which might explain why the Hazard version is not played as much online as the normal version despite it receiving a strong popular vote.

Map Comments

We received a lot of great feedback on each level through this survey.  The next section summarizes the most common feedback for each level.

Condor:

Condor splits our fans into two groups. Some people loved the map, especially for its great atmosphere, and others didn’t enjoy the map at all. The feedback mentions issues with the slow ammo timer and with cover. The design of the map is open and allows for many lines of fire against the player, making the map difficult.

Dagger (and Hazard Version)

There are a lot of Dagger fans out there! Many of you liked the long ranges that made this a great sniping map, and it still had enough close ranged combat options to support every play style.

The map was a bit too open for some people, resulting in too much fire from too many directions. This issue was exacerbated in the Hazard (Sandstorm) version of the level. The sandstorm was a great visual event that hindered the player’s ability to see, but unfortunately it did not hinder the vision of the enemies. This was brought up as a big concern.   

Ghost (and Hazard Version)

Firebase Ghost was our second-most popular map due to its balanced gameplay for short- and long-range experts. People mostly enjoyed the cover layout in the level and the visuals of the Hazard version (Acid Rain).

This level’s biggest drawback was its extraction point being lower than the surrounding area and being light on cover. Players enjoyed the level overall, but the extraction point was a concern.

Giant (and Hazard Version)

Most comments on this level were positive. Overall, a lot of people thought this was a good, if not a great map. Giant was also considered easy—even too easy for some players. Its mix of open and closed areas with chokepoints and sniping opportunities were key positives.

There are mixed opinions on the extraction point. Some people found it easy, others hard. The key was controlling the chokepoints, but the player had no way out if they failed to do so.

Comments on Giant’s Hazard version (Night) focused on the improved visuals and atmosphere, but the consensus was that gameplay was less fun.

Glacier (and Hazard Version)

The most common comment on Glacier was that the map was too small. This tiny level is favored by close combat fans for its franticly fast pace. It’s quite easy to play so long as you maintain control of the area.

The Hazard version (Seeker Swarm) puts greater pressure on team coordination and map control. The seeker swarms made the map harder, and many players enjoyed the challenge. Others preferred the map without the addition.

And yes, Mordin did find a way to combat seeker swarms in ME2. Unfortunately, Mordin was not around to adapt his solution to the modification Cerberus made to this map’s swarms… ;)

Goddess

Goddess was seen as a pretty level with solid gameplay that kept you on your toes. The visuals were praised as one of the best of all the MP maps, and the gameplay was especially good for well-organized teams that liked to run and gun. The objectives were deemed difficult, though, as it was too easy to get surrounded.

Hydra

Hydra’s visuals received a lot of praise. (This made the artist very happy!)  Many players—especially snipers—liked the open style of the main area. Players noticed that difficulty was dependent on the enemy palette chosen. We received a lot of feedback on the extraction, with some wishing there were different locations and others wishing there was more cover or line-of-sight blockers in the current location.

Jade

Jade had something for every play style. Other than the extraction zone, where the cover was too light, the gameplay was received well. Other comments mention the importance of staying coordinated as a team to prevent getting surrounded. Jade’s visuals were praised as was the overall experience. It was considered a fun map.

London

The main comments on London were on cover and the open nature of the map. Players found a lack of cover in certain areas that made enemies difficult to deal with. This difficulty level generated a lot of comments, and the hack location in the middle of the map was particularly hard. Still, feedback was largely positive, with ammo distribution and the map’s visuals getting positive reviews.

Reactor (and Hazard Version)

Reactor generated a lot of discussion about the map’s enemies. The bug in which enemies got stuck was a sore point as was the layout and lighting, which made it hard to find enemies or anticipate their movement. Still, there were a lot of positive comments about good sniping opportunities and the balance of the map vs. each character class.

The Hazard version (Meltdown) was definitely more popular than the base version with players enjoying the interactive part of the map. Overall, players were split 50/50 on whether they had fun with their teammates or were simply scared of getting trapped inside by them. An earlier warning would have been desirable.

Rio

We received a lot of good feedback on Rio that we will account for in the future. This map was initially loved by players, but over time it became less popular. The “box of shame” bug was frequently called out as a negative. The layout was also somewhat controversial in that it encouraged specific play styles in different areas. This was seen as a negative when compared to maps that allowed a mix of play styles. Players enjoyed this map’s long ranges and that it emphasized teamwork. They found that working well together decreased the map’s difficulty, but they also found that small errors could quickly turn a sure victory into defeat.

Vancouver

This map is praised for how it plays with verticality more than any other level. While there was a good deal of positive feedback for this level, it was seen as a tad dull in some areas. Overall, though, it gave players a great experience and had a great skybox. The biggest issue mentioned was that the ladder in the middle of the map should not have been so heavily relied upon as a main thoroughfare.

White (and Hazard Version)

This map received the most positive feedback. Players overwhelming felt that the layout corrections were for the best. There were good discussions about how the map discouraged players from camping and from employing a single strategy for all the games in the level. The majority of players (past and present) enjoyed White for its gameplay and excellent visuals.

Comments on the Hazard version (Whiteout) focused on the unmanageable visibility that was caused by the overlaying effects of certain powers like Krogan Rage and Adrenaline Burst in combination with the snowstorm. The atmosphere created by the snowstorm was appreciated, but the problems held the map back in its fun rating.

Conclusion

As you can see, we got a lot out of this survey. It was a huge success and we want to end with thanking everyone for participating. This report is just the tip of the iceberg! We learned way more than what we specifically mentioned here. Your comments were informative and fun to read—we even got a haiku or two! This survey shows us just how much you care, and we will make sure to use all this valuable feedback in the future.

Thanks so much!

The Mass Effect team

BLOG: Owen Borstad, Qunari Crafts Specialist

During our recent Dragon Age Week celebration, we shared an awesome looking Qunari symbol wall hanging that was created by a member of the Dragon Age team. Since then, we have received many requests from the community asking how to make one of their own.

We went straight to the source and asked Owen Borstad if he could provide detailed instructions on how he did it. Here is what he had to say:

Qunari Wall Hanging

Hi all!

I’m Owen Borstad, and I made the large paper Qunari symbol shown off by the community team as part of Dragon Age Week.  I’m a programmer at BioWare and have been here for almost 12 years now, and I’ve been doing paper-crafty-type stuff since long before working here. Apparently some folks are interested in how I made the Qunari artwork that now decorates one of the walls at BioWare, so here’s a rundown of what I did and how I made it, and some files to help you make your own if you wish.

For a while now I had been wanting to make a giant paper sculpture to decorate the walls/trophy cases/etc. of BioWare, similar to the works of Kota Hiratsuka, Matthew Shlian and Joel Cooper (I have no affiliation with these artists, just a love of their work) but hadn’t really found the time/right thing to make/source material for the project.  One day I stumbled upon the source Illustrator files for the various symbols in our game, found the Qunari symbol, and thought, “Hey, this would make an awesome wall hanging just like the Lion’s head!”, so I started thinking about how to make this happen.

I took our symbol (figure 1), and found the edges (figure 2):

QunariBlog

Next I found the centerline (or just extracted it, figure 3), then subdivided it (by eye, no math, really; I should have done some math, figure 4):

QunariBlog2

I then put in the “facets” (figure 5), and thought “Ok, now how to make it 3D?”

QunariBlog3

I wasn’t familiar enough with the 3D programs we have here, but have played around with Google Sketchup before, so I loaded that up.  Unfortunately, there’s no easy way (short of paying the upgraded price) to import Illustrator files, so I went looking.  I stumbled upon exporting to svg, and importing via a plugin (which took some fiddling to work).  Eventually I got it into Sketchup, and then made it 3D by pulling the middle line up.  After doing a whole bunch of clean up on it to make endpoints meet, removing duplicate facets, etc., I had a model I could then play with.

Once I was happy with it in Sketchup, I exported to DFX and loaded up Pepakura Designer, which allows people to make templates for paper craft models from 3D data files.

I spent a ridiculous amount of time playing with sizes, trying to figure out how big I wanted it, at what size to print it out, etc.  I made a smaller version as a prototype, which looked decent even if I didn’t finish it (I don’t have a picture of this; it was destroyed in one of my trips to and from work).  After making the prototype, I discovered I had it backwards (inside out), as I didn’t want my numbers to show when I finished making it, so I fixed that up, then re-exported and re-imported.

I finally decided how big to make it so as to fit on the wall, and saved out a PDF of the exploded structure (see PDF).  I printed it on 11×17 Cardstock Ledger paper, and started cutting it out.  I had to score the thing backwards to what the PDF said to do to keep the lines and numbers on the “inside” of the structure.

After gluing the back all together with thinly spread white glue and cutting/scoring every piece, I finally started assembling it.  It turned out that gluing the “boxes” and then gluing to the back was the easiest way to put it together, and so I eventually finished gluing to the back, then worked on “zipping” the model together.

After a total of about 30 hours, I finally finished it, and cut a circular hole in the back by which to hang it, re-enforced the hole, and stuck it on the wall with a pushpin. And that’s how I came to be the prince of… oh, wrong story, anyway, that’s how I made the giant logo!  I might do another one if I feel like it, or go do something completely different for my next project.

Anyway, I hope you enjoyed the tale; if you have questions, send them to community@bioware.com and I can try to answer them, but no questions about what glue to use!

Owen.

The 5th Annual CMPUT 250 Game Development Awards

By: Shanda Wood, Recruiter and University Relations Specialist

For the past 6 months I have had the great opportunity to attend the CMPUT 250 class during presentations and lectures, and I have witnessed the student’s desire and passion for the gaming industry.

For years, BioWare has helped to inspire and educate game design students at the University of Alberta. Numerous members of the BioWare staff participate in lectures, Q&A sessions, studio tours and panels for students interested in this industry.

The CMPUT 250 class is a multidisciplinary course that brings student teams together to create a video game using BioWare’s Neverwinter Nights engine. Each semester, groups of six students from different backgrounds (art, writing, programming, audio) produce an original game design.

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On April 23, 2013, the class celebrated their achievements at the 5th Annual Computing Science 250 Game Development Awards. The teams showcased their products to a panel of judges who chose winners for various categories: Excellence in Art and Design, Excellence in Writing and Story, Audio Achievement, Technical Achievement, and finally, Game of the Year.

Edmonton’s General Manager Aaryn Flynn, said the studio has only enhanced their support for the course as it helps students from different programs, get involved with all aspects of game design in a team environment. Aaryn added, “We really like that CMPUT 250 has adopted that approach because it is representative, more or less, of what you’d find in a studio like ours. All the challenges you guys face are almost identical to those you’ll face building multi-million dollar games like we do with Dragon Age and Mass Effect.”

aarynflynn

Team Platypus, pictured below, won the prestigious Game of the Year award with their game “Morph.”

teamplatypus

The team took home collector’s editions of Mass Effect 3 signed by the game’s developers.

CE

BioWare recognizes all the hard work and passion that the students have put into their games and we want to congratulate them on their achievements this year.  We look forward to many more award ceremonies to come.

Dragon Age Week: Show & Tell

At the beginning of Dragon Age Week, we invited you to participate along with us and tell us how Dragon Age inspires you. The response has been incredible! You sent us photos of your intricate cosplay outfits built from scratch. You shared pictures of your Dragon Age themed tattoos. Artwork, fan fiction, even custom-crafted Fenris dolls! We saw it all and we thank you for it!

As Dragon Age Week draws to a close, now that we’ve seen how Dragon Age inspires you, we wanted to share a couple of things that were put together by our dev team.

This Qunari symbol wall hanging, made of folded paper, was created by Owen Borstad:

Qunari Wall Hanging

Unfortunately, most of what was submitted is still a bit too spoiler-y to share right now, but we searched the archive of items created from previous Dragon Age Weeks and wanted to share this fairy tale written by Heather Green:

Three Dragon Night Page 1

 

Three Dragon Night Page 2

We hope you had a good time celebrating Dragon Age Week with us this week, and we look forward to the next opportunity!