Category Archives: Convention Coverage

BioWare at GeekGirlCon

The leaves are changing from green to gold, and that can only mean one thing: GeekGirlCon is almost here! This year’s event will take place on October 19th and 20th in Seattle, Washington.


BioWare is honored to attend GeekGirlCon alongside our partners at EA and PopCap Games. We will all be hanging out in our EA Game Room where you can chat and play games with our devs.

BioWare team members scheduled to attend include Sheryl Chee, Mary Kirby, Karin Weekes, Melanie Fleming, Ann Lemay, Sylvia Feketekuty, Kris Schoneberg, Jessica Merizan, and Hilary Shapiro. The Game Room will be located in the basement at the north end of the WA State Conference Center.

But that’s not all! Sunday only, stop by our table in the Connections Room (level 1 of the Conference Center) to receive one-on-one mentoring sessions with the BioWare team.

We’re not done! BioWare will also be participating in The Family Who Games Together: Gaming with your Kids… AND Your Parents panel on Sunday at 2:00 PM in room LL2.

From GeekGirlConAs the first generation of gamers has become parents, the perceptions and definitions of games and families began to change quickly. Do gamer girls stop being gamers when they become moms? What about gamer dads? Did you get into games because of a parent? This panel will discuss the assumptions, perceptions, trials, and tribulations that come along with being a multi-generational gaming family.

GeekGirlCon is our last con of the 2013 season, and it’s going to be a blast. We hope to see you there!

Holly Conrad Debuts Female Inquisitor Cosplay from Dragon Age: Inquisition


At the end of August, Jessica Merizan and Holly Conrad appeared onstage during PAX Prime to help BioWare devs kick off the Dragon Age: Inquisition panel by revealing the first concept sketches of the female Inquisitor.

Since then, Holly has been hard at work creating a costume to bring the look and feel of the female Inquisitor to life. We were so excited that Holly could join us at the Edmonton Comic & Entertainment Expo in September to debut the completed outfit!

Following the expo, Holly was gracious enough to answer some questions about her involvement with the female Inquisitor’s concept.


[BioWare]: Holly, you didn’t just make a female Inquisitor costume—you actually worked with DA:I’s Lead Concept Artist Matt Rhodes on her in-game outfit design. What was that process like?

[Holly Conrad]: It was awesome! Matt is one of my artist heroes, and getting to work with him was such an honor. We went back and forth on the overall look of the character, making sure that if I did any tweaks, it would still keep the same silhouette, etc.  And I talked about aspects that I thought could be altered slightly to work better in the real world. I think I could talk forever about translating drawn or 3D rendered costumes into the real world.

[BW]: What aspect of the female Inquisitor’s design did you feel was the most important to address?

[HC]: I really like to be able to keep a female character armored properly so they can take a hit, but can still maintain a silhouette that’s distinct from the male character. That was my goal with this character: to keep her really kickass and functional, but not just be a block of armor or a chainmail bikini.

[BW]: What did you use as inspiration for this design, and how did you find balance between fashion and function?

[HC]: Matt did all the initial fabric choices, design, etc. The concepting I did involved a lot of mobility issues, like changing the large material sash over the waist into a belt with pouches (because adventurers need pouches for gold and lyrium and other goodies, of course). I also made it so the coat could be brought in close to the waist, just making the look a bit slimmer.  I picked materials for the actual costume that were historically similar, like a linen shirt and wool coat.


[BW]: When you see the costume in person, you can see all the different layers and detail. How many pieces make up the entire outfit?

[HC]: Oh, man, lots. There’s eleven pieces of armor in total that snap/attach separately, including the helmet.

[BW]: Which part of the costume are you most proud of, and which part was most challenging?

[HC]: I’m really proud of just getting to have this experience and work with BioWare and Matt. It’s been so great and inspiring, and challenging for me as an artist as well. I’m proud that I had a small part in it. After that, it would for sure be the helmet. It’s actually patterned out of foam and not sculpted, which is something I haven’t done with helmets before, and it was super fun!

The most challenging part in the build was definitely the coat, since I’m more familiar with making armor. Thankfully, I found a wonderful seamstress (Samantha Terry of Double Monocle Cosplay) who created it for me. She did an amazing job, and the costume really came together thanks to her skills!

[BW]: Now that you’ve had the chance to wear the costume out in public, how would you describe your experience at Edmonton Expo (other than not being able to open water bottles)?

[HC]: Haha! Yes, in retrospect, I don’t think gauntlets were ever used for opening water bottles, so really it’s still realistic. I had an AMAZING time at the Expo and met so many wonderful people. They were all so interested in the costume and happy to see people visiting—it was really special.

Bringing a new character to life that no one has really gotten to encounter before is awesome, and has a kind of cool air of mystery about it. I can’t wait until we get to know the Inquisitor even better and see more cosplayers dressing us as him/her! I hope we can do it again next year!


Our sincerest thanks to Holly for finding the time in her busy schedule to hang out with us at Edmonton Expo and give attendees a preview of the female Inquisitor. She looked fantastic!

BioWare to Attend The Edmonton Comic & Entertainment Expo

The Edmonton Comic & Entertainment Expo is happening in our own backyard at the end of September, and we are excited to announce that BioWare will be attending for the second year running. The event will have over 150,000 square feet of exhibit space in the Edmonton Expo Centre, almost three times larger than last year’s event!

2013 Edm Floorplan Website

The BioWare Base (#1600) will be open from 10:00 AM until 7:00 PM on Saturday, September 28th and again from 10:00 AM until 5:00 PM on Sunday, September 29th. We’ll have a revolving lineup of artists and developers on hand to chat. Art cards will be available, but please feel free to bring your own memorabilia that you would like to get signed.

Sat 10am – 12pm Mike Webb Software Engineer
Steven Bigras Audio Artist
Derek French Development Manager, Production
Amelia Von Haden Software Engineer
Ashley Matheson Software Engineer
Sat, 11am – 1pm Sheryl Chee Writer
Luke Kristjanson Senior Writer
Ben Gelinas Editor
Kaelin Lavallee Lead Narrative Designer
Sat, 3pm – 5pm Steve Middleton Lead Technical Animator
Kevin Ng Technical Animator
Aaron Dibbs Associate Technical Artist
Shane Hawco Lead Artist
Sean Obrigewitch Environment Artist
Nick Sadler Environment Artist
Carlos Arancibia Sr Cinematics Animator
Sat, 5pm – 7pm Reid Buckmaster QA Analyst
Scylla Costa Associate Producer
Ian Mitchell Development Manager, Production
Varden Schwake Senior Tester
Arone Le Bray QA Analyst
James Leung QA Analyst
Sun, 10am – 12pm Thomas Perlinski Level Designer
Michael Liaw Gameplay Designer
Jason Hill Technical Designer
Raylene Deck Technical Designer
Richard Boisvert Cinematic Designer
Sun, 12pm – 2pm Melanie Fleming Development Manager, Production
Billy Buskell Associate Producer
Blair Brown Project Coordinator
Robyn Theberge Development Manager, Production
Angela White Admin

Special guest Mark Meer will also join us at the base on Saturday at 4:00 PM for an autograph signing. We are very excited to have him with us and he is anxious to see all of you!

BioWare is also hosting two panels:

Behind the Scenes at BioWare - Saturday at 1:00 PM in Rooms 101 – 103

How to Get a Job at BioWare - Sunday at 2:30 PM in Rooms 101 – 103

And if you’re coming to the Edmonton Expo dressed as a BioWare character, we want to see you! Community manager Jessica Merizan and “Commander” Holly Conrad will be on hand to talk cosplay.

We look forward to seeing you there!


BioWare Heads to Montreal Comiccon

BioWare’s had a busy con schedule so far this summer, and it’s certainly not over yet! We’re pleased to announce that we are attending Montreal Comiccon this weekend! If you’re coming to the show, please stop by our booth at COM 2006 to say Hello.


We’ll have an interactive photo booth so you can get fun pictures taken, and BioWare developers will be available for scheduled signings! Art cards will be available, but please bring any of your own books and games that you’d like to get signed.

Are you coming to Montreal Comiccon dressed as a BioWare character? We want to see it! Community manager Jessica Merizan will be on-hand, as will one of our favorite cosplay groups, Geek en Masse!

In addition to our booth schedule, we’re also presenting BioWare-themed panels for you to attend and interact with members of our team. Check out the schedule below:

Mass Effect: Omega – Friday, September 13th at 7:00 PM in Room 524a

  • Joel MacMillan, Art Director
  • Guilherme Ramos, Lead Cinematic Designer
  • Ann Lemay, Writer
  • Fabrice Condominas, Producer

Making Mass Effect Multiplayer – Saturday, September 14th at 11:00 AM in Room 524a

  • Blake Grant, Lead Programmer
  • François Masse, Senior Programmer
  • Jean-Pierre Michaud, Gameplay Designer
  • Ben Cummings, Gameplay Designer
  • Nicholas Lachapelle, Development Director

How to get a job at BioWare Montreal! – Saturday, September 14th at 1:00 PM in Room 519a

  • Masah Kalugin, Lead Recruiter
  • Dean Andersen, Director of Creative Development
  • Dorian Kieken, Project Development Director
  • Marie-Renée Brisebois, Studio Coordinator
  • Yanick Roy, Studio Director

Storytelling and Design: Video Games as Art – Sunday, September 15th at 12:15 PM in Room 524a

  • Ken Thain, Cinematic Director
  • Joanna Berry, Writer
  • Ann Lemay, Writer
  • Guilherme Ramos, Lead Cinematic Designer

Montreal Comiccon is shaping up to be a spectacular event with lots of fun things to do. We hope to see you there!




L’été a été très riche pour BioWare en matière de conventions, mais l’heure n’est pas encore venue de se reposer. Nous sommes heureux de vous annoncer que nous serons présents au Comiccon de Montréal dans un peu moins d’une semaine ! Si vous vous y rendez, n’hésitez pas à vous arrêter à notre kiosque situé au COM 2006 pour nous saluer.

Vous pourrez vous faire prendre votre portrait dans notre kiosque de photos et vous pourrez participer à des séances de dédicace avec nos développeurs ! Des cartes illustrées seront disponibles, mais nous vous encourageons à amener les livres et les jeux que vous voudriez faire signer.

Vous venez au Comiccon de Montréal déguisé en personnage de BioWare ? Nous voulons vous rencontrer ! La gestionnaire des communautés en ligne et nouveaux médias, Jessica Merizan, sera présente, tout comme notre groupe de cosplay préféré, Geek en Masse !

En plus des événements de notre kiosque, nous vous proposons plusieurs conférences sur BioWare au cours desquelles vous pourrez discuter avec les membres de notre équipe. Voici la liste des événements prévus :

Mass Effect : Omega – vendredi 13 septembre à 19hrs, salle 524a

  • Joel MacMillan, Directeur artistique
  • Guilherme Ramos, Concepteur de cinématiques en chef
  • Ann Lemay, Scénariste-dialoguiste
  • Fabrice Condominas, Producteur

Création du mode multijoueurs de Mass Effect – samedi 14 septembre à 11hrs, salle 524a

  • Blake Grant, Développeur de logiciels en chef
  • François Masse, Développeur de logiciels sénior
  • Jean-Pierre Michaud, Concepteur de mécaniques de jeu
  • Ben Cummings, Concepteur de mécaniques de jeu
  • Nicholas Lachapelle, Directeur du développement

Comment joindre les rangs de BioWare Montréal ! – samedi 14 septembre à 13hrs, salle 519a

  • Masah Kalugin, Recruteuse en chef
  • Dean Andersen, Directeur du développement créatif
  • Dorian Kieken, Directeur du développement de projet
  • Marie-Renée Brisebois, Coordonnatrice de studio
  • Yanick Roy, Directeur de studio

Narration et conception : quand le jeu vidéo devient art – dimanche 15 septembre à 12h15, salle 524a

  • Ken Thain, Directeur cinématique
  • Joanna Berry, Scénariste-dialoguiste
  • Ann Lemay, Scénariste-dialoguiste
  • Guilherme Ramos, Concepteur de cinématiques en chef

Le Comiccon de Montréal promet d’être un événement spectaculaire où les activités seront nombreuses. Nous espérons vous y voir !

A Look Back at GamesCom

A few weeks ago, my lead sent out an e-mail to ask if any team members were interested in attending GamesCom in Cologne.  As I’d never been to a big games convention—or to Germany—before, having the opportunity to go to GamesCom was exciting: visiting a new country for a little bit, and being at the largest games convention in the world.  It turns out that GamesCom is pretty cool.  :)


There was always something fun to do while we were there.  At the convention, we usually had a little bit of time to wander the convention floor to check out other games, and we had the chance to play some pretty fun demos.  (Titanfall is awesome.  :) ) The sheer number of people at the convention made it pretty crazy to just walk around the halls. When I got back from the trip, I read that around 340,000 people came to the convention.

During the rest of the time, we hung out in the BioWare Community Lounge and got the chance to talk to fans.  As a developer, it’s not always easy to see how people respond to the games that we make other than the reviews posted online and reading the forums.


Meeting fans at GamesCom allowed us to meet and hear from fans directly, and the amount of passion that people have for our games is amazing.  Some really cool Mass Effect and Dragon Age cosplayers came to the community lounge, and they looked awesome!  It’s great to hear that all of the hard work we put into our games is appreciated, and I’m excited for fans to see everything we’re working on for our upcoming games in the future.

-          Justin Yong, Software Engineer (Mass Effect)