Inside the Temple of Dragons with Composer Trevor Morris

Enter the iconic Ocean Way Studios in Nashville, where award-winning composer, Trevor Morris, works with strings, brass, and choir to bring the music of Dragon Age: Inquisition to life. Trevor shares his process, inspiration, and what it’s like to create a brand new voice for an established franchise.
Listen to the main theme for Dragon Age: Inquisition here.

This video was first shown to subscribers of the Dragon Age Newsletter. If you’d like to be the first to see tips, tricks, and behind the scenes material from Dragon Age: Inquisition, you can sign up here.

Happy N7 Day!

N7BlogHappyHappy N7 Day, everyone. Here’s a recap of everything that’s happened so far this week:

Watch our N7 Day developer roundtable with creative director Mac Walters, studio director for BioWare Montréal Yanick Roy, producer Mike Gamble, senior development director Chris Wynn, and producer Fabrice Condominas.

Read the bios of some of our team leads for the next Mass Effect.

You can also check out these newly released concepts from the next Mass Effect and discuss them with other fans on our facebook page.

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We also have some amazing new items in the BioWare store, and are currently offering 25% off all tees and hoodies through til November 10th.

There’s a 19” Tali’Zorah statue by artist Gurjeet Singh.

Keep Miranda and the Citadel close to your heart with these sublimated tees.

The triumphant return of the N7 faux-leather jacket.

Show off your inner Garrus and Tali with these Sherpa costume hoodies

Limited edition art from Sam Spratt.

A limited edition N7 shooter jersey from Black Milk clothing.

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Understanding Video Games

Over the last several months, BioWare has been working with the University of Alberta to help create a massive open online course. Covering topics ranging from mechanics and story to sex and culture, Understanding Video Games explores the impact of games on society.

The 11-lesson course is available online and is free to anyone (there is an associated fee if you want to write exams and receive credit from your institution). The course features interviews and discussions with several BioWare developers, including Senior Creative Director Preston Watamaniuk, Editor Karin Weekes, and Artist Matt Rhodes.

Each lesson is broken up into a series of short interactive video modules, accompanied by readings and quiz components. No background is required; the course teaches the terminology and theoretical framework necessary for discussing and interpreting games.
Understanding Video Games launches September 3, 2014.

We’re proud to have been a part of this course, and to continue working with UAlberta to foster learning and understanding around video games.

Casey Hudson’s Departure from BioWare/EA

CaseyFrom Aaryn Flynn, BioWare Studio General Manager

After nearly 16 years of game development at BioWare, Executive Producer Casey Hudson has made the decision to move on from BioWare and enter a new stage of his career. We thank Casey for his hard work and dedication as we look back on his time with BioWare.

Starting as a Technical Artist on Neverwinter Nights and MDK2, Casey moved into the Project Director role with 2003’s Game of the Year Star Wars: Knights of the Old Republic. He then led the team in the development of the Mass Effect trilogy, an award-winning series that I and many others consider to be one of the most important science-fiction universes of our generation. Casey’s focus on production quality, digital acting technology, and emotionally engaging narrative has made a substantial impact on BioWare and the video game industry as a whole.

Casey shared his thoughts with his colleagues in a letter earlier today:

After what already feels like a lifetime of extraordinary experiences, I have decided to hit the reset button and move on from BioWare. I’ll take a much needed break, get perspective on what I really want to do with the next phase of my life, and eventually, take on a new set of challenges.

Though there’s never an easy time to make a change like this, I believe this is the best time for it. The foundation of our new IP in Edmonton is complete, and the team is ready to move forward into pre-production on a title that I think will redefine interactive entertainment. Development for the next Mass Effect game is well underway, with stunning assets and playable builds that prove the team is ready to deliver the best Mass Effect experience to date. And the Dragon Age: Inquisition team is putting the final touches on a truly ambitious title with some of the most beautiful visuals I’ve seen in a game.

But while I feel that the time has come, this is without a doubt the most difficult decision of my career. BioWare is as magical a place today as it was when I started. The projects we are working on are some of the most exciting and prestigious in the world. The talent in our teams is second to none. And the people here are some of my closest friends. I’ve spent more time with many of you than my own family, and I have enjoyed every day of it.”

Casey also had a message of appreciation for BioWare fans:

“Long before I worked in games, I was fascinated by their ability to transport me to places where amazing and memorable experiences awaited. When I made my very first asset that I knew would actually make it into a game (the laser bolt in MDK2!) I couldn’t believe how fortunate I was to contribute in some small way to the process of creating interactive entertainment.

Now, having led the development of four major titles, I’m profoundly appreciative of the role I’ve been able to play in creating these games. The very idea that so many of you have enjoyed spending time in the worlds we’ve created is the defining achievement of my career, and it’s your support over the years that made it all possible.

Thank you.

I know that I leave our projects in great hands, and I join you in looking forward to playing them.”

As we say a fond farewell, I know I speak on behalf of the entire studio when I say that we will be forever grateful for Casey’s hard work, passion, and everything he has taught us over the years – a methodical dedication to quality, a spirit of teamwork and camaraderie, and putting fans above everything else. But most of all, Casey has challenged every one of us in the studio to be better tomorrow than we were today. It is in that spirit that as we finish Dragon Age: Inquisition, we will continue working on the next Mass Effect game and our new IP project, confident in our goals and progress.

Thank you Casey. This is not an ending, but a new beginning.

Dragon Age: Inquisition Update

From Mark Darrah, Executive Producer of Dragon Age: Inquisition

As you may have heard, we’re holding back the release of Dragon Age: Inquisition until November 18, 2014. We appreciate the enormous support we’ve received from all of you to get to this point, and while this extra few weeks may not seem like a lot, I know the game you’ll play will be all the better for it.

Since we began working on Dragon Age: Inquisition almost four years ago, our goal was to create the best Dragon Age experience ever. It was that goal that motivated many of our decisions: moving to Frostbite, bringing race choice and customization back, improving tactical camera, building a team of characters whose relationships evolve based on your actions, and most importantly, crafting an epic, nation-spanning story that both draws upon past games and takes you to many new places in the realm of Thedas.

I’m privileged to be a part of a team that has been working very hard to surpass every measure they’ve set for themselves. That has meant completing huge amounts of game content, fixing bugs both big and small, and improving the overall experience. This last bit of time is about polishing the experience we want you to see. Ensuring that our open spaces are as engaging as possible. Strengthening the emotional impact of the Hero’s choices. And ensuring the experience you get is the best it can be in the platform you choose to play on.

Thank you again for your patience and support!

Mark