Archive for July, 2009

San Diego Comic Con: a nerd wraps-up BioWare’s visit, p1

July 31, 2009

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Part 1 of 3, by Evil Chris Priestly

For me, it all began back when I was 12 years old while I was walking home from elementary school and a friend came up to me and showed me his copy of Teen Titans #1 written by Marv Wolfman and illustrated by George Perez. I already enjoyed comics having read the adventures of Judge Dredd and Johnny Alpha the Strontium Dog in 2000 A.D. as I was growing up in England, but I didn’t really follow them much here in Canada. But when Corey showed me Robin, Starfire, Raven, Cyborg and the rest of the Titans fighting Trigon the Terrible, I was hooked for life. Yep, I "Evil" Chris Priestly am an unabashed comic book nerd.

Over the years, I have amassed quite the collection. Although I know there are fans with far larger collections or collections worth more money than mine, I am quite proud of my 46 long boxes carefully containing my bagged and boarded comics down in the basement as well as my collection of toys, statues and "action figures" (no, NOT dolls thank you very much). However, even though I am a big fan, until last year I had never made the trek down to Comic Con in San Diego.

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For those who do not know, the San Diego Comic Con is the oldest and biggest in North America. It has run for the past 40 years (as of this year) and has grown from a few comic book nerds showing each other their collections into the place for comic book fans, industry professionals, merchants, celebrities and film/TV makers to show off their wares.

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Last year, Richard Iwaniuk of BioWare’s Biz-Dev department took me down for my first experience at San Diego Comic Con (SDCC). Biz-Dev stands for Business Development; they are the department that sets up deal to make ancillary products, which are things like toys, books, t-shirts, movies, and all of the game related products that aren’t actually the games themselves. While Richard is among the best at crafting deals and negotiations, etc he didn’t have the "nerd knowledge" that I did, so he took me along to act as a translator (as such).

I had a great time. BioWare did some great business and I got to experience my first Comic Con. It was my job, in between helping Richard with meetings with business development issues, to roam the con, look for possible manufacturers and vendors. Essentially, I was paid to attend Comic Con which is a check mark on my list of "Things to do before I die". At the end of it Richard and I discussed whether BioWare should plan to attend the con to show our games. While we knew that video games are never going to be the "star" of Comic Con, there is a steadily growing presence of video games since so many of our target audience attend the Con. We definitely thought we should be there to show our games.

Well, part of my job as Community Coordinator is to help BioWare plan our convention presence each year. I knew that this year we would be showing off Dragon Age; Origins at conventions, so I contacted to San Diego Comic Con office about the costs of reserving booth space. I was dealt with by a very polite person who told me that the waiting list to get event the smallest 10 foot by 10 foot booth space is 4-5 years, but they’d be happy to put BioWare on the waiting list.

Well, as you can image, I was crushed. My dreams of having my own cool booth, where we would so OUR games and have celebrities and fans stop by was crushed. I figured, well, at least I went once. Even if I never go back, it can’t really get better than it did this year, right? Wrong. It got better.

Read what happened at this years’ Comic Con in part 2 of my Comic Con blog next week.

This. Is. COMIC CON!- Day 2

July 25, 2009

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Part 5 of 5, by Jay Watamaniuk

day3_3Day 2 has come and gone and it was certainly a tad more surreal then the first day. We had great crowds and I think we finally figured out how to deal with the large groups of people and the getting everyone to the games they wanted to play with a minimum of crazy. BioWare Art Diector Matt Goldman was directing traffic outside the EA Gaming Lounge and handing out inflatable swords with his best carnie voice. Never thought I would see that.

It turns out that was the first of a few moments I was not expecting over the course of the day. At one point I headed down to the lobby of the Hilton (our gaming lounge is on the second floor) to do some twittering as the Wi-Fi did not extend to the Dragon Age room. While I was sitting there concentrating on my iPhone a pair of black boots walked into my view. The boots were attached to black jeans which was attached to a black coat which bellowed to a gut with black hair and black sun glasses. Is that…? Naaa, couldn’t be. day3_2

Another person came into the lobby and greeted him. “Hey Neil are you ready to go?” Holy crap! That is Neil Gaiman. If you don’t know who that is you are dead to me.

I sat there and snapped a picture as subtly as possible and, as some of you noticed, Twittered the event as it was happening. I shall be the envy of my writer friends back home. Taking this story back to my fellow BioWare nerds in the Dragon Age room they were suitable impressed. I allowed them to touch my sleeve.

day3_1We spoke with several unswervingly intense RPG fans who were really looking forward to the release of Dragon Age in October but the one fan that was very cool for me to meet in person is the artist who has been gracious enough to allow us to post some of her work. Irma Aimo’ Ahmed. She had brought with her an original piece of the art that I will be proud to present to the Dragon Age team when I head back to Edmonton on Monday.

The day continued well into the evening with a rooftop party that overlooked the baseball stadium. Fernando Melo, Mike Avery were wandering about the huge gathering when we spotted a bearded, hat-wearing, bespectacled Zackary Quinto

I started to pay attention at that point and sure enough, there was Masi Oka. I got a chance to meet him, shake his hand, and tell him he has a bunch of fans back in Canada. A very humble fellow who let a bunch of pictures be taken. Not to risk this becoming a gossip column I also spotted Ming-Na, and the guy up on the stage getting the crowd rolling was Tyrese Gibson.

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Final note: Why the Sparta reference in my title today? Well leaning up against the banister overlooking the baseball stadium was actor Peter Mensah. Not ringing a bell? You might recognize this scene. Hint- he’s not Gerard Butler.

Riiiidiculous day.

San Diego Comic Con Day 1

July 24, 2009

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Part 4 of 5, by Jay Watamaniuk

day2_4The EA Gaming Lounge threw open its doors at 2:00pm and we already had a line up. Our lounge is right across the street from the Con so we weren’t sure what the traffic would be like but it appeared to be no problem all day. There was all kinds of t-shirts from Battlefield and Left 4 Dead and we were handing out our Grey Warden swords in bunches. I believe by the end of the day we had handed out around 4000 inflatable swords which are no doubt being used to bring many younger brothers back in line across the fine city of San Diego.

Dragon Age had every console station and PC busy all day with BioWare staff moving around and making sure everybody knew had to wrangle the control schemes on each system.
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Mike Laidlaw did a short demonstration on the impact of choices within the game- have no fear, a video of his full demonstration will be coming to a website near you soon. Mike’s demonstration saw two different parties on two different computers starting at the same point in the game. They were both attempting to get in to the Mage Tower and deal with a crisis there. He took the fans through the difference in having Morrigan vs. having Sten in the party (intimidating the ferry guard vs. giving him cookies- I will let you decide which party member did what). Moving into the tower the choices became much more grim as he showed a party convincing the powerful mage Wynne, to join the party vs. killing her and thus, removing her from the game completely.day2_1 The last part was a boss battle that showed the difference in tactics the two parties employed. One used a great deal of spells from a distance and had Wynne to heal. The other had a more melee fighters and had to rely on potions and defense to survive.

Towards the end of the day we had a surprise visit from Jerry of Penny Arcade fame.
We wrapped up at 9:00pm and headed off to a very fine Mexican restaurant a few blocks away from our hotel to celebrate a successful first day.

Some of us may have gone to see GWAR afterward. That, gentle readers, is a story for another time…

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Comic Con Cometh

July 23, 2009

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Part 3 of 5, by Jay Watamaniuk

I never recommend staying up until 2:00am and then getting up at 4:30am to drag oneself to the airport to catch a flight. Let just say I don’t recall much of the in-flight service on the way down from Edmonton, Canada to Denver and arriving in San Diego.

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The room was well underway when we arrived. People would be very surprised at just how quickly a group of professionals can create a booth. I’ve walked into conferences on many occasions and wondered if everyone knew that in 12 hours the place would be flooded with people. 12 hours later however, like clockwork, the place is set-up, carpets cleaned and T.Vs polished. A staggering amount of work.

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The EA Gaming Lounge was taking shape when we walked in yesterday and started installing Dragon Age builds onto to 10 consoles and 6 PCs, plus 2 demonstration machines. We wrapped things up at about 7:30pm with most everything being done. We had a few build updates we needed to get from BioWare HQ so we decided to get that done in the morning. Our gaming lounge doesn’t get going until 2:00pm Thursday and runs until 9:00pm after show hours. Left for Dead 2, Battlefield: Bad company 2 and Battlefield: 1943 are all here and ready for hands-on play. Sweet.

I’ve never been to San Diego Comicon Con before so this all pretty new. Comic Con proper started today at 10:00am for the public. Reams of people were already lined to get some precious seats for some of the panels.dapostcard I flipped through the massive program and was shocked to learn the vast number of panels featuring big T.Vs shows and movies in addition to the illuminati of the comic book universe. The sheer amount of awesome is tough on my weak, nerdy heart. The casts of Supernatural, Dexter, daily events for Twilight, David Tennat (Dr. Who) to name a few.

This morning we went into the Con itself to get out magical badges and lewt bags. da2We walked up the street and had breakfast in a cafe that had been changed from the ground up by the SyFy Channel into the Cafe Diem featured in their show Eureka. While eating we saw several Jedi’s, ninjas, geisha girls, obscure anima characters, a purple Batman (?) and a funeral procession of ultra-goths that we learned were stage one of illusionist Chris Angel’s show/event. Yup, we sure ain’t in Kansas anymore.

Right now, we have Ross (Lead Programmer) and Fernando (Online Producer) grabbing files to settle up a few issues we ran into yesterday. The crazy train arrives at 2:00.

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Packing up the Dragon

July 21, 2009

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Part 2 of 5, by Jay Watamaniuk
A whole swack of BioWare staff are headed down to San Diego Comic Con to show off Dragon Age: Origins.

Last day before the big show down in San Diego. Evil Chris just headed out to Staples to grab the printed up controller maps for the console and PC versions to help fans get their bearings when they take the controls and see how many times they get stabbed in the head by angry Hurlocks.

Getting ready to do a convention always takes a bit of running around no matter how prepared you think you are. First of all, what are you demonstrating? What did you want to show? Who is doing that? Did you need a special version of the game to do that? What happens if the game crashes?

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For example, we are going to be running Dragon Age on both PCs and consoles. That’s doesn’t seem too hard until you realize that game development progresses in an ongoing and relentless series of versions of the game called builds.

Selecting which build, or creating a new one that does very specific things, is one of the major tasks for the developer when preparing for a demonstration of any kind.

So we pick a build. Awesome. Now what? We get it reproduced and shipped down to San Diego. So what happens if the disks break/don’t work/never arrive? We take back-up disks or USB drives. What happens when a console fails? Do we bring a back-up? How many? How about testing the build for PC on the actual hardware that will be running the demonstration? No problem…unless those PC are never coming to BioWare but being shipped directly to San Diego. I guess we run the tests when we arrive. If the build does not work we should bring back-up PCs that are tested here. Did we have time to test the build completely?

What about monitors? We can’t take them from here we don’t have enough. So maybe we rent them. Where do we rent them from? How much per day? Really? Are they are the same? When do those arrive at the convention? What happens if they don’t get there when we need them?

Great- all the hardware has arrived. Do we have all the right cords/plug-ins/power supply to run all this? Did we check on an internet connection? This cord doesn’t work. Who has the cordless microphone? Does it work? Where are the speakers? Your speaker is late/not around/sick with swine flu…now what?

Add hotel bookings, flights, meals, staff work schedules, last minute emergencies, booth conditions not matching diagram, signage needed and you have a busy and complicated process to attend a convention.

Tomorrow- San Diego!

Dragon Age Comes to San Diego

July 20, 2009

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Part 1 of 5, by Jay Watamaniuk

I have a secret to confess: normally what we are doing at conferences is a frantic last-minute organizational maelstrom that leaves only crying, broken fences and probably a box of escaped monkeys in its wake. This year for San Diego’s Comic-con we did something different; we dared ourselves like base-jumping extreme athletes that merely last minute was for weak so we went for Extreme Last-Minute to really test our ability to create awesome from, like, 15 minutes of planning.

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Mission accomplished!

Not only do we have Lead Designer Mike Laidlaw coming down to do a stand-up demo of the game we have a whole crew of Dragon Age senior staff like Art Director Matt Goldman, Principle Lead Programmer Ross Gardner and Online Producer Fernando Melo coming as well to answer your questions. Better yet, you actually get you jam-hands on both PC and console versions and give them a spin. That’s right, you will actually be able to play Dragon Age: Origins and we will answer your questions. If you need to take a minute and sit down at this news please do.

The last-and clearly highest pinnacle of excellence-in our lack of planning is the fact that you do not need a ticket to Comic-con to benefit from our slacker ways. Dragon Age will be one of four games featured at an EA Gaming Lounge presented by Xbox 360’ at the Hilton San Diego Gaslamp Quarter Hotel (401 K Street, San Diego, California 92101- right across the street from the convention) that will run from Thursday July 23 to Sunday July 26.comicon2

Details: Open from 2pm – 9pm on Thursday, Friday and Saturday 6/25; 12pm – 5pm on Sunday

At this all-access venue, show-goers will get hands-on play with Dragon Age: Origins, Battlefield 1943, Battlefield: Bad Company 2 and Left 4 Dead 2 from Valve.

Stay tuned for pics, anecdotes, costume updates, convention food nightmares and cheap physical comedy all this week at BioWare shows off the dragon in San Diego.

Dragon Age Toolset: Builder Event II, p2

July 13, 2009

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Part 2 of 3, By Fernando Melo

In the previous post I covered a little about what we’re up to with the second Builder Event, and why it was important – in particular, calling out that collaborative development is going to greatly benefit the builder community, and is a focus of this event. In this post, I want to provide a closer look at the tutorials we covered, as well as how this related to our goal for the event.

Day3_2Backing up a little – once the initial intros and welcome was out of the way, the event began in earnest with lead designer Mike Laidlaw doing a demo of the high dragon fight (which you may have already heard about or seen some coverage of), and then discussing some key points and tips around creating compelling content.

The morning was then rounded off with probably the first real surprise for our builders. We unveiled the new community site currently under development, and specifically the builder area within it – this will continue to be available to the builders after the event, and very soon to DA Toolset beta members, as part of the plan for the closed beta of the site.

The purpose of this new site (in so far as it most relates to builders) is to provide a central modding resource for all things DA – there’s a whole other section specifically for players which ties into those online features I hinted at before, but we’ll cover that another time. Amongst other things, the builder area of the site has a new wiki with DA Toolset documentation and tutorials, including many of those being covered at the event.

But the more important features, and what we really wanted to throw our attending builders at, are around providing ways for builders to easily create new mod projects, find other builders by skillset, and collaborate on their mod development. To get them off on the right foot, the builders were asked to use the site to grab their first toolset content – this would provide the starting point to the day’s tutorials, and by following along they would gradually evolve this into their first module.

day3_3Tying this back to our event goal – we hinted to the builders a little of what was to come for day 2. The builders would be placed into small 2-3 person teams, and given a challenge: Create a working module – including dialog, combat, and area transitions, using the community site project features as their collaboration tool, and test this out in the game by end of the 3rd day. With that, we gave the builders a brief reprieve, and broke for lunch.

After lunch on day 1, the builders were provided 3 tutorials by some of our technical designers – this was equal parts crash course, refresher (for those returning) and beginning to evolve their first module. This began with David Sims providing a ‘Toolset Overview’; Joshua Stiksma building on this with ‘Setting up the story’, a tutorial on plots, scripts and conversations; and this was then rounded off by Grant Mackay with ‘Bringing the story to life’, focusing on adding combat and abilities to the module.

Day 1 closed off with a question period with these designers, and other BioWare devs on-hand. And followed by our usual feedback period – where we solicit first impressions, and suggestions from the builders.

farrell1Day 2 began with Jonathan Perry, one of our cinematic designers, and the ‘Creating the drama’ session – a tutorial on cutscenes and conversations. Followed by ‘Rocks and Trees’, where level artist Andrew Farrell walked the builders through the (nearly mythical) level editor – where builders were able to create new outdoor and indoor areas from scratch for use in their module.
After the lunch break, Scott Meadows presented the ‘Builder to Builder’ feature of the DA Toolset – allowing builders to export an easy to share packaged file for use by other builders, and how to bring those into their toolset.

With all the essential pieces now in place the builders were presented their challenge. For the remaining day and a half they now had their groups and began working on a new module collaboratively, with the intent to show this up and running in the game before the event finished on the 3rd day.

Spread out over this remaining time, smaller side sessions were set up. Other BioWare devs popped in to dive deeper into specific areas of the toolset for 15 minutes or so at a time, and builders were able to take a break from their module to gather around if that topic interested them, or they were free to continue working on their module.

Sessions included David Gaider, lead writer on DA:O on writing and story-telling; Jason Hill, technical designer went into more detail on 2DAs (the exposed data files that drive a lot of the game’s systems, in conjunction with scripting); Alim Chaarani, lead visual effects artist covered the vfx editor; Matt Besler, audio designer covered how to get audio into the module; and lastly Clove Roy and Julio Alas, DA’s animation lead and senior animator respectively walked the builders through the animation composer – the editor allowing them to preview, edit and blend animations in the game.
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Notably, the community’s own Tim “Beerfish” MacDonald gave a session on the head morph editor to the other builders, as well as covering a few handy spreadsheets he put together to visually reference the multitude of options in some of the editor’s sliders. My thanks for Tim for covering this – having a builder able to do a session like this is incredibly rewarding for us to see, and he pulled it off brilliantly.

And just like that the end of the project time came on the 3rd day. The teams scrambled to export their content from the toolset into a game friendly single package file for players, this was moved on to a PC with the game on it and we headed to a small theatre room where each builder team would demo each of their modules running in the game.

More on that in the next post.

Dragon Age Toolset discussion

Fernando Melo is the Dragon Age Online Producer with 15 years of game industry experience and leads the team responsible for everything Dragon Age post release including a fantastic dowloadable content plan, the toolset community of builders and a number of features that tie the game with the website in ways that will make your kidney detonate with glee. His last name is actually pronounced ‘mellow’ which is pretty cool.

Dragon Age Toolset: Builder Event II, p1

July 10, 2009

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Part 1 of 3, By Fernando Melo

crowd1While our second Builder Event is going on, I wanted to share a little bit about why we are doing this, and then talk a bit more about what we’re specifically covering at the event, and where is this all going.

Community for BioWare, and in particular for Dragon Age: Origins, has always been of great importance to us – not only does it contribute to our titles’ long term success, but it also speaks directly to some of the studio’s core values and helps us maintain a level of humility and a reality check on whatever we’re doing at the time. We enjoy a great relationship with you, and in launching DA:O we want to continue to improve and grow that.

With DA:O, this will actually go well beyond just the traditional website, forums, etc that you are already familiar with and it will also be relevant in the game itself in the form of various features that will provide connectivity from the game directly to the community site. More on that in the near future.beer1

Builders, or modders, specifically are another integral part of our long term strategy for DA:O. Community created content is a great way to keep fans playing the game, as well as attracting new fans to the franchise.

With DA:O we will be supporting this segment of our community more than any of our previous titles, and working hard to create a much stronger tie between builders and players – after all, players want content, builders want an audience – one of our jobs is going to be to facilitate that and then get the heck out of the way. I’ll cover more on the ways we’ll be doing this in the near future as well.

One of the challenges this community faces is that, as you may be aware, DA:O is built on a brand new engine and has a new toolset. Added to this is the fact that creating content for modern games (whether it is DA:O or any other recent game) is much more complex than in previous generation of titles, such as Neverwinter Nights.

davidgThat’s not to say anyone cannot jump in and do something – there is a lot you can do with little or no knowledge of toolsets. But it will likely take longer or some expert mentoring to gain a high degree of expertise in some of the advanced editors.

What this means for builders looking to create full adventure modules is that they will now benefit greatly from a collaborative development approach – whereby individuals, each with some expertise in different editors come together to create a module. This is where this second Builder Event really comes into play.
Having direct feedback and observing builders as they take their first steps in the DA toolset is absolutely critical for us to get this new builder community and toolset off on the right foot. But with this second Builder Event, we are actually going to group the builders into small teams and have them collaborate to create their first team-made module.

With the second Builder Event we have some returning veteran builders from the first event already positioned as mentors, but we have a much greater number of new builders at the event. crowd2 Even if they have been playing with the Beta of the DA Toolset so far, the first order of business was to provide an overview of the key DA Toolset editors by some of the resident BioWare experts on the DA:O team. This allows us to ensure everyone has the same base knowledge going into subsequent tutorials, regardless of their experience so far.

In the next update, I’ll provide more details on each of the tutorials.

Dragon Age Toolset discussion

Fernando Melo is the Dragon Age Online Producer with 15 years of game industry experience and leads the team responsible for everything Dragon Age post release including a fantastic dowloadable content plan, the toolset community of builders and a number of features that tie the game with the website in ways that will make your kidney detonate with glee. His last name is actually pronounced ‘mellow’ which is pretty cool.

Dragon Age Toolset: Builder Event II

July 9, 2009

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Part 1 of 1, by Jay Watamaniuk

We have a few guests here at BioWare HQ this week.

beii1Some had worked with each other for years and yet this was this first time they had a chance to meet in the person. Some were from Edmonton, some came from further away like Toronto and California. Some traveled even further to be here from Germany, Scotland and even Denmark. All of them are very talented and very dedicated builders or modders who all had created some of the best content for fans of Neverwinter Nights and Neverwinter Nights 2 to enjoy. We wanted them to get some hands-on time with the Dragon Age Toolset and learn the tricks directly from BioWare developers.

Everyone, apart from an unfortunate Scotsman who encountered weather delays and mechanical trouble, managed to arrive the night before for dinner and discussion. The Scotsmen did arrive Wednesday morning free from the burden of proper night’s sleep but on time and ready to go.IMG_3218

Lead Designer Mike Laidlaw kicked things off with a short demonstration of Dragon Age and introduced the vision and basic themes of what the team was trying to capture and explore. The group saw a beta of the planned website features being built to help builders start and organize projects locate the right team members and show off the content they create.

Technical Designers David Sims and Joshua Stiksma were tasked with an introduction and overview of the toolset, creating simple plots, scripts, and dialogue. The final lesson of the day was a look at combat and abilities by Technical Designer Grant MacKay.

And that’s only Day 1 of 3.

Dragon Age Toolset discussion

The Dragon on Tour: Part 2

July 6, 2009

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Part 1 of 1 (maybe), by Bruce Venne
BioWare took Dragon Age on the road across this fine planet of ours and our very own intrepid Bruce Venne was along for the ride:

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Things I learned on the Dragon Age Press Tour

• Penthouse has a video game column
• Some restaurants in Madrid do not even open until 10 pm
Brutal Legend and Dante’s Inferno keep on looking more awesome every time I see them
• All taxis should be Mercedes Benzes
• If the lights in your hotel room do not turn on, try inserting your room keycard into a slot near the door
• Avoid Luton Airport
• You will encounter at least one rude cab driver in France. Every other person you meet in France will be very nice
• Karma can be earned during airplane flights
• When your flight is delayed the flight attendant will ask that passengers allow those with connecting flights to disembark first. If ten passengers say they have connecting flights, thirty people will stand up to leave when the plane lands

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Bruce Venne got a job in the BioWare QA department after spending two week sitting on a crate in James Ohlen’s office playing Knights of the Old Republic. Afterwards, Bruce got his own desk, in the hallway of the old Whyte Ave office, to test the NWN expansion packs. He now applies his English degree and Library Technicians diploma to design testing on Dragon Age, and filing monthly reports to HR about the behavior of the Marketing department during press tours.