Category Archives: Dev Team

BLOG: From Fan to Developer

Citadel

From Fan to Developer

By: BioWare Montreal Writer, Jo Berry

I clambered out of my vehicle, breath hissing in my helmet, and took my first few steps on the surface of the moon. After getting my bearings, I looked up and caught a glimpse of Earth overhead, blue, green, and white suspended in an endless sea of black. The sight was beautiful, startling, and to my surprise, genuinely moving. I stared for a long time, slowly understanding that this moment—looking up at Earth—was a small realization of my lifelong interest in space; my yearning to travel to the stars.

Eventually, I signaled my squadmates, and we started up the hill toward our mission objective. It was 2007. I was in the early hours of Mass Effect, and we had a galaxy to save.

I would go on to have memorable experiences throughout the Mass Effect series—epic cinematic scenes, interactions with my team, laugh-out-loud lines—but that unscripted moment on the moon was what sealed me as a fan forever.

As someone who grew up with ’80s science fiction movies—Star Wars, Star Trek II: The Wrath of Khan, Flight of the Navigator, The Black Hole—Mass Effect was the kind of bighearted sci-fi adventure I’d always wanted, and it was one in which I was in total control of who my character was and what she believed. I’d already pounced on the prequel novel, Mass Effect: Revelation, and now I was setting foot on distant worlds, commanding a starship, and learning about alien cultures as textured as my own. But because of the way the game was built, there was room for these smaller, subtler moments too, which genuinely resonated because of what space travel means to me.

* * *

I’ve always been a writer; nothing makes me happier than the chance to create something. When I was playing Mass Effect, one thought kept cropping up in my mind: “This. I want to make something like this.” Soon after, I saw that BioWare was looking for writers. Having enjoyed BioWare games since Baldur’s Gate II, I thought, “Well, why not try?”

I was fortunate enough to make it through selection, module submission, and a tough 48-hour writing test. After my training, I was delighted to work on a childhood love, the Star Wars franchise, when I took over as the Jedi Consular writer for Star Wars: The Old Republic. As Mass Effect 2 and 3 went through development, I glimpsed the creative process from the inside: internal sizzle trailers, cool tech demonstrations, concept art. When I transferred to the Mass Effect franchise at BioWare Montreal last year, I had my chance to contribute to a universe I’d been exploring and discovering for years.

It’s been tremendous fun. One standout experience to date was working with fellow BioWare writer Ann Lemay on the “Fight for Omega” ARG on Twitter. I wrote the tweets for the Cerberus forces as they fought Nyreen Kandros and the Talon gang (whom Ann wrote) for control of Omega, complete with encrypted messages for participating fans to solve and help shape the conflict. (Incidentally, the chance to write as Cerberus’s passive-aggressive HR department filled me with glee—there’s a machinima series waiting to happen!) From there, I’ve gone on to… well, suffice it to say that I’m having the time of my life, and I’m excited about where things are going.

I’m coming at Mass Effect from an unusual perspective. I’m a huge fan who knows the series inside and out, but now I’m also a writer and designer who can look back and see how it was crafted. Mass Effect gave me complex, engaging experiences, like the romance with Kaidan that overcame changes and challenges over the years, or facing choices that would affect the fate of the entire geth collective, or understanding what drove Mordin to reshape the genophage. But those moments have also been as simple as standing on the moon, gazing up at Earth, and feeling both small and great at the same time.

This is what Mass Effect gave me. This is what I want to create.

Jo Berry

Writer, BioWare Montreal

BLOG: Dusty Everman

Dusty

By: Senior level designer, Dusty Everman

(Photo Credit: Rana McAnear, face model of Samara and Morinth)

Mass Effect has been a significant part of my life for over eight years. The majority of my game development career belongs to this trilogy, and it will always be a part of me.

In 2003, I was a software engineer working in a Silicon Valley networking company. The pay was high, the hours were low, and the work wasn’t at all stressful. I hated it. Something was missing. My passion was game design, so why wasn’t I designing games?

My wife had come to a similar epiphany with her career, so we quit our jobs, sold our house, and took a few months backpacking through Europe to rejuvenate. When we returned, we moved into a one-bedroom apartment and lived off my wife’s new salary while I dove headlong into my education in game design.

My love of BioWare games familiarized me with the Neverwinter Nights toolset, which was a perfect platform to exercise my design skills. Soon after, a fellow modder pointed me to a BioWare job listing. It didn’t ask for years of experience, but instead required just an example module. Could I actually stand a chance at BioWare? I went into a three-week crunch and made the best module I could.

A couple of months later, in July 2004, I found myself in Edmonton, working on a project codenamed SFX (Science Fiction Xbox). My first major responsibility was the technical design for the spaceship that would transport the player from planet to planet. Soon enough, the game had a name, Mass Effect, and that vessel was christened the Normandy.

On ME1, I was the lead technical designer, and half my time was spent managing a team and making tool flows functional. The other half was spent scripting the Normandy and the Citadel. ME1 was a new-engine project, which meant there were plenty of challenges for all. I spent so many late nights working on those two levels, I felt like they were a second home.

The level design team I led on ME2 was composed mostly of designers new to the trilogy and full of fresh ideas. One of my main tasks was implementing the new Normandy SR2, bigger and better and twice as many squad mates. I had the interesting challenge of designing a ship that had twice the space, yet still felt like the Normandy of ME1. I got to try my hand at writing too, under the masterful mentorship of some of BioWare’s most senior writers (Thank you, Luke, Brian, and Drew). I wrote Kelly Chambers, Dr. Chakwas, Ken, and Gabby. This is the Normandy that is closest to my heart.

By ME3, I had left management to become a full-time content creator. The majority of my time was spent on the Alliance Normandy SR2. This was my chance to do all the things I’d wanted to do in the previous games. The squad mates moved around the ship between missions and interacted with each other. I had the privilege to write Steve Cortez as well.

In the final scene of the Citadel DLC, the love interest joins Shepard and comments on how the journey had been, to which Shepard replies, “The best.” This wasn’t just a love interest speaking to Shepard; it was the Mass Effect team speaking to the fans who had shared this journey with us. Steve says, “Craziest time of my life, but it’s been a good ride.” Creating and sharing Mass Effect with so many incredible fans has been my craziest and most rewarding endeavor. I am humbled to have worked with such a driven, talented team, and honored to share our efforts with the most passionate, dedicated fan base out there. These last eight years for me have truly been the best.

BLOG: Sam Hulick

By: BAFTA award-nominated & multi award-winning composer Sam Hulick (@SamHulick)

Way back in 2005, I got an email from Shauna inviting me to demo for a game codenamed “SFX.” The email said:

“SFX will be a brand new IP for BioWare and as such the musical score will ultimately become part of the unique identity of the game.”

And how! :) I wonder if any of us had any clue what an absolute sensational hit the franchise would become, and how the music would touch so many people emotionally, and inspire them. I’ve actually gotten quite a few emails from young adults who have told me they’re enrolling in music studies because they were inspired by the music of Mass Effect and want to create music for a living. I never saw that coming, and it’s truly humbling.

Back to 2005. I think people felt I had potential, but I was inexperienced. A few of you (including others such as Jack Wall and Steve Sim) saw that potential and decided to take a gamble on bringing me on board to work on Mass Effect. I can never thank you enough for doing so. Unlike many other composers, I didn’t have a long list of smaller titles building up to a big one. I feel like I was in a long line, and someone came back to grab me and skip me to the front. Mass Effect has undoubtedly been a career-maker for me, and I can’t even imagine where I’d be today if you guys hadn’t decided to take a chance on me. I’m so glad you did.

I’ve learned a staggering amount in these past eight years. Not only have I learned a ton about the whole process itself (which has become smoother as a result of the experience), but I feel like my musical horizons have been expanded greatly. I don’t think a lot of green composers walk into a job expecting that, but it’s completely true: creative direction from an external source helps a composer become better at what he/she does. I’ve grown musically by leaps and bounds, and in part that is due to your musical direction. I think artists can fall into a “rut” or certain way of doing things, and having that external creative individual to tell them, “here’s what we’d like you to shoot for” breaks us out of that comfort zone and introduces us to new ideas. Mass Effect was no exception. Before that demo, I really hadn’t touched on much in the way of synthesizers. Boy how that changed pretty quickly! :)

I heard the team was having a final Mass Effect team roundtable today, so I thought today would be a good day to write this. Thank you once again for the opportunity and the amazing ride all these years! I look forward to working with you again in the future! Please feel free to pass this message on to anyone else on the Mass Effect team.

Best Wishes,

Sam

BLOG: The Multiplayer Team Retrospective

Hi Everyone,

My name is Jonathan Warner; I’m the Senior Producer on the Mass Effect franchise.  I joined the Mass Effect Team when we launched ME3 and our Multiplayer Service and it has been a wonderful, wild ride!

It has been our pleasure to run and support this service for over a year now and provide the maps, kits, gear, and weapons that we all love. I wanted to thank everyone who played Mass Effect 3 Multiplayer, and participated in our challenges and events.  You have made working on it a real pleasure.

After a solid year of dedicated service, we are now turning our attention to new projects and endeavors, but Mass Effect 3 Multiplayer will live on. Our challenge system and N7 HQ will be maintained and looked after.

Thank you again and we look forward to seeing you online!

Jonathan

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It was always really exciting to see how the message boards reacted to every new drop of information released, or any change in the game we introduced. Working on the live environment and all of the DLC for the multiplayer was a blast, in large part to the community. I’m still ecstatic over how much content we got to deliver in the last year.

David Crooks

BLOG: The Visuals of Thedas

The Visuals of Thedas

By Dragon Age concept artist Nick Thornborrow (@Nthornborrow)

“Let’s have Morrigan bringing the fire.”

That was the direction I got from my art director after he dug up a painting that I’d done years ago. When I’d done it, I wasn’t even on the Dragon Age team and had some downtime between projects to play around a bit with some illustrations. I was inspired by a description of magic in the DA universe being this dangerous and unwieldy thing, and I tried to capture that in a painting of a mage conducting fire with reckless power. Swirls of ash and flame threaten to engulf him even as the hem of his cloak ignites. It turned out pretty cool. But I moved on to a new project, and that painting got tucked away.

That is, tucked away until we started working on the lore book and we were planning cover ideas. When my art director found this old painting, it felt like the right fit for the cover—except that the mage wasn’t anyone in particular. We both knew we wanted Morrigan and Flemeth to be featured on the cover of the book, so that’s how this old painting I’d done just for kicks got recast and reincarnated as the cover illustration for Dragon Age: The World of Thedas – Volume 1.

Concept artists try to bring an entire world to life, expanding beyond the scope of any one game. A lot of the art we do never really sees the light of day. One of the cool things about working on The World of Thedas was getting to sift through the thousands of images that have been produced over the years, and to finally have a reason to showcase some locations that you’ve heard of but never actually seen.

You might recognize some of the frescoes that decorate the start of each chapter from the load screens and exposition sequences in Dragon Age II. The frescoes are cool because they’re an example of in-world artwork that help to make the cultures of Thedas feel vital and alive. They were also something nice to look at while the game loads. This one of Anders never actually showed up in-game, but we used it for the chapter about magic.

This was the final concept for the wyverns that appear in Dragon Age II: Mark of the Assassin. We strive for accurate anatomical detail in our creatures, consistent cultural flourishes in our costumes, and architecture and specificity of character in our followers and NPCs. In other words, we’re going for believability, even at the concept stage. The bestiary (along with the rest of the book) is illustrated with 2D concept art rather than using 3D screenshots, and this particular concept is a great example of the kind of research that goes into shaping the visuals of Dragon Age.

Dragon Age: The World of Thedas Volume 1 is available on April 17, 2013 from Dark Horse Comics and fine retailers.