About Jessica Merizan

Community Queen of Ferelden and Social Media Marine stationed on the Citadel.

Demo Live Today + Interview with Billy Buskell and Corey Gaspur!

Today is a HUGE day for Mass Effect 3 fans! Our demo has arrived and can be downloaded to play. No offense to any star-crossed lovers, but I’d say there’s no better way to spend Valentine’s Day than at home with your PC/Xbox/PS3. Maybe pair it with a nice box of chocolates… All of us at BioWare are huge fans of the multiplayer mode in ME3 so you never know when you’ll run into one of us on your squad!

Fans of The Walking Dead will also be in for a treat this Sunday when our big Digic CG trailer “Take Earth Back” will premiere. It’s 90 seconds long, so it’s pretty much going to dominate that commercial break. Watch the video above for a 15 second preview!

Yesterday, we were all set for a live Q&A with combat designer Corey Gaspur and producer Billy Buskell but encountered issues with Livestream that prevented the event. In its place, I asked fans on Twitter to send us questions about multiplayer for our devs to answer. Check out their answers after the cut…

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Interview with Writer Sylvia Feketekuty

Who are you and what is your role at BioWare?

My name is Sylvia Feketekuty, and I’m a writer. I’m responsible for story, dialogue, and game-related text. (The latter might include anything from signs in the Citadel to weapon descriptions to news stories set in the Mass Effect universe.) My first big game at BioWare will be Mass Effect 3.

 

What is the best part about your job?

The best part of my job is that this is basically what I’ve wanted to do since I was five.

I always get a thrill from seeing something I’ve written brought to life better than I could ever imagine. That’s due to the hard work of our cinematic designers, audio artists, editors, voice actors, composers, and a lot of other departments. Everyone on these big creative projects tends to go on about how great it feels to work with dedicated, passionate people, but that’s because it’s so true. It’s hard to describe the energy when that collaborative process is in full swing, but there’s nothing else like it.

 

What does an average day look like for you?

It changes depending on what stage the project is in. Some of the things I’ve done during Mass Effect 3’s development: brainstorm story pitches, write dialogue, rewrite dialogue, look through high-level feedback, meet with level designers to iterate on that feedback, play test, pitch ideas to devs from other departments, hunt for bugs, tweak weapon-mod descriptions, try to fix my own bugs, etc…

 

Can you tell us about one of your proudest moments working in game development?

I’m proud to have been one of the writers on “Lair of the Shadow Broker,” a downloadable mission for Mass Effect 2. “Lair” was the best learning experience I could have asked for in terms of preparing to work on ME3, since it was a compressed work cycle with huge support from the rest of the team. Reading the feedback once it was released was another good learning experience. It was useful to see what resonated with different fans, what didn’t, and why they thought it didn’t.

 

What’s a geeky thing about you?

I play a lot of pen and paper role-playing games. I started back in college, and it probably helped get me my current job. Some of my favorite systems and settings are Call of Cthulhu (both Chaosium BRP and D20 Modern), Over the Edge, Paranoia, Spirit of the Century, Unknown Armies, and D&D’s Planescape. Shadowrun also has a special place in my heart as one of the first RPGs I ever played (and died horribly in).

I play a lot of board games, too. My current favorite is Cosmic Encounter, an amazing game with a 34-year history. I’ve also fallen in love again with a quick, dice-based game called Button Men. (For any other Button Men fans out there, you can find printable versions of the players online for free. How cool is that?)

 

Do you have any advice for those wishing to get into the video game industry?

Try creating a game of your own. There’s a lot of community-supported game-making software out there. Even if what you put together ends up small and basic, you’ll learn a lot about working in an interactive medium. It’ll really help you figure out where your strengths and interests lie. You’ll also have a lot of fun, too, between the bouts of frustration. Adjust what you have to, and don’t give up!

I’d also encourage people to read as much as possible. Research topics you find interesting. Pick up a classic. Open up a play, or a movie script, or a travelogue if you’ve never checked one out before. Reading widely helps you become more creatively well-rounded, and that’s a trait developers always love to see.

 

If you weren’t working in the industry, what would you be doing?

Trying to get into it.

 

What are you currently playing, reading, or listening to?

Playing: Dark Souls. Also finishing up Fallout: New Vegas’ Lonesome Road DLC.

Reading: “Before the Storm: Barry Goldwater and the Unmaking of the American Consensus” by Rick Perlstein, and “The Incomplete Nifft” by Michael Shea.

Listening: I’ve been listening to an awful lot of the Electric Six lately.

 

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Talking FemShep with FemShep Holly Conrad

We’re nearing the end of an awesome #FemShepFriday and I realized that today wouldn’t be complete unless we heard from someone who is synonymous with the character. I know you’re probably thinking Jennifer Hale… and yes, that would have been a great idea. Don’t fret though, it’s someone else who is very popular in the eyes of the community. Special effects artist Holly Conrad!

She and group Crabcat Industries are known for making the creepy husks in our live-action trailer, and male Shepard/Wrex/Garrus for our 2011 convention season. She’s most known among the Mass Effect fandom, however, for her own Commander Shepard cosplay as a renegade marine in full scars and black armor with a hopeless soft spot for Garrus.

Holly agreed to talk about FemShep, community, and the “Reinstated” trailer! So, as one of the major voices of the fandom, I think it’s appropriate to close our #FemShepFriday festivities with the following interview.

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Making the FemShep Trailer

Today is #FemShepFriday. Beyond being a day dedicated to the lady version of Commander Shepard and her new trailer “Reinstated”, it is really a day celebrating the community. As I read glowing comments in the forums and excited tweets to help get us trending (we did it in US and Canada! Well done guys!), I noticed today was a day that brought many people together.

We discussed what makes us fans and what things made us love Mass Effect in the first place. True community is about togetherness and solidarity, and when that happens, it really is a glorious thing to be part of. I can’t describe the feeling, but it’s inspiring. No matter who our Commander Shepards are, or what aspects of the game we love the most, we’re all fans of Mass Effect!

I sat down with our post production supervisor Neel Upadhye who spearheads our trailers with his team of filmmakers and artists. A lot of people in the marketing and development teams have been working very closely on this trailer featuring female Shepard, and we have been waiting months to share it. Check out what Neel had to say!

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Interview with Level Designer Raylene Deck

Who are you and what is your role at BioWare?

My name is Raylene Deck and I’m a Level Designer on the Mass Effect franchise.

What is the best part about your job?

I think the best thing about being a level designer is being able to help drive the creative process of making a level. The level starts as just a brief description on a piece of paper, then it’s just a bunch of boxes to represent rooms and cover, and pop-up box messages to tell the player what is happening. But eventually, everything comes together and it transforms into something amazing by the time we ship. The great thing about this process is that I get to work closely with a lot of different departments during various stages of development. Working in a creative environment, people come up with so many ideas that almost every day something is improved, changed or newly discovered, and that what makes it exciting.

What does an average day look like for you?

As a level designer, I think an average day really depends on which stage of development we’re working on. If it’s the beginning of the project, I will be in a lot of meetings to discuss what kind of level we want to make. We’ll figure out the overall story, setting and gameplay, and from there, I will start making the level layout. If it’s mid-production, we have the bones of the level figured out and so now I would be doing tasks such as combat layouts, boss fight mechanics or exploration puzzles. At this time, I’m working very closely with my artist, writer, gameplay designer and cinematic designer to figure out all the details of the level and most importantly, make the level fun. If it’s getting close to the time of shipping the game, the level is already fun so now it’s time to fix all the bugs. I switch gears and work with the QA team. Some of the bugs I’ll be fixing range from logic errors, memory and frame rate issues or collision problems.

Can you tell us about one of your proudest moments working in game development?

Mass Effect 2 was my first critically acclaimed game that I’ve worked on. Walking into my local game store, and seeing Mass Effect 2 sitting on the shelf was an amazing feeling, especially being new to the gaming industry. Everyone I work with puts so much heart into their work. Seeing the fans so excited to play the game is humbling and makes all those long working hours worth it.

What’s a geeky thing about you?

Oh boy, where do I start? :) If I had to choose one thing that’s out of the ordinary, I’d pick my love of making costumes. I used to dress up as favourite anime characters and perform skits at Animethon (a local anime convention in Edmonton) when I was younger. I can’t believe I just admitted that!  But I still try and go over the top for any event that requires a costume. At BioWare, there is a Halloween costume contest each year and I’ve been lucky enough to win a few times. It’s always a competitive contest with so many creative people working here. This past year, I dressed up as Chell from Portal 2.

Do you have any advice for those wishing to get into the video game industry?

In my department, level designers come from a lot of different backgrounds. For me, I have a degree in Computing Science, but there are people that have art or even music backgrounds. So I don’t think the important part is where you come from, but instead, your drive to make games. So make something! Grab a copy of a toolset like Unreal Editor or even the Neverwinter Nights toolset, and try your hand at scripting and learning what is fun. And don’t be discouraged if your idea fails. For every idea that works, there were 10 past ideas that didn’t work. Also, get your friends to try out your game. Being able to take feedback and iterate on it is an extremely helpful skill in making games.

If you weren’t working in the industry, what would you be doing?

Hard question! I’d probably be doing something completely different. For instance, I’m a big Japan-nerd so I’d possibly become a Japanese-English translator and translate games in Japan.

What are you currently playing, reading, or listening to?

The last few months have been tough since we’ve been pushing really hard to get Mass Effect 3 finished, so I’m behind on my stack of games. But I managed to find time to play Skyrim and I’m just starting up on Uncharted 3. I got a Kobo E-reader for Christmas so I downloaded my first book, Ender’s Game, and I’m really enjoying it. I also bought tickets for Coachella for the first time so I’ve been listening to a lot of the bands who will be there and getting really excited for the show!

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