Explorers Wanted Contest

You’re an explorer. You’ve always wondered what it would be like to see the stars and discover new worlds. While we can’t physically send you to space, we can send your voice to Andromeda.

Starting September 12, 2016 at 6 PM GMT, we’re giving you the chance to voice a character in an upcoming Mass Effect videogame.

All you need to do is download a script, upload your vocal take, send the link to explorers@bioware.com, and you’ll be entered. Video and audio recordings are both acceptable. Once you’ve submitted your entry, we encourage you to share it on social media with #ExplorersWanted.



No accents, makeup, costumes, or props are necessary: just a recording of you speaking in your natural voice. If you want to be a little more dramatic, feel free—just remember that your entry will be judged on the quality of your voice performance and how well it matches the Mass Effect style.

The contest entry period closes on September 28, 2016 at 6:59 AM GMT, at which point the entries will be judged by a panel of BioWare employees. The potential winner will be notified on or before November 30, 2016.

The winner will be flown to one of our recording studios, put up in a hotel for up to two nights, and perform in a professional recording session.

Are you ready to explore Andromeda?

Read the full contest rules below for details and eligibility requirements.



Are the scripts intended to be read by a particular gender?

No. Both scripts are gender-neutral and can be read by anyone, regardless of gender.

Do I need to read the lines of the other character in the script? How about the directions? Should I have someone else read the lines of the other character?

No. All you need to read are the lines of Jordan Tate and/or the Tough Mercenary.

Can I include music or sound effects in my recording?

No. We need to hear your voice clearly, so entries with music or sound effects will be rejected.

PAX West 2016

We’re hitting the road for the last time this summer, bringing the BioWare Base to PAX West once again. We’ll be located in room 2AB, upstairs at the Washington State Convention Center.

This year, find out if you have what it takes to be an N7 operative at our Systems Alliance Recruitment Center. In a series of challenges, test your prowess in combat, biotics, and tech, racing against the clock to prove you’re worthy of wearing the red-and-white stripes.

mapStop by the BioWare base to meet some of our developers, or catch up with them at the following events:

BioWare Dev Signings

  • Saturday, September 3, 1-2pm: Sanshee Booth #2613
  • Sunday, September 4, 1-2pm: Sanshee Booth #2613


Saturday: 2pm
Making and Promoting Non-Traditional Characters in Games

Games are finally starting to reflect their diverse players with more types of characters, scenarios, and approaches to gameplay. Whether it’s writing a one-eyed pansexual bull and his trans lieutenant; featuring non-white main characters; showcasing the female option in marketing; creating an entire cast caught in a web of gender, sexuality, and ability; acquiring unusual indie titles; or keeping the conversation going; it’s crucial. Hear from those who did it and how they’ll do it again.

Featuring Patrick Weekes—Lead Writer, Dragon Age franchise

Saturday: 8pm
Foreplay: Romance in Games

So, what’s it like to be in the business of making gamers fall in love with characters that aren’t real? With a growing diversity of games, we have a broader spectrum of romances than ever. But what makes you fall in love with your favorite in-game paramour? Hitting the right balance of writing, artwork, voice acting and music is complicated. How do the pros do it? And what could the future hold? Come cuddle up as we turn down the lights and turn down the bed on modern, digital romance.

Featuring Mike Laidlaw—Creative Director, Dragon Age franchise

Sunday: 2pm
Team Up: Women in Games & Tech

Women are a driving force behind many creative disciplines in both the video game industry and tech. Join the discussion to learn about overcoming common obstacles, hear war stories, and get networking advice from professionals. We will cover topics from getting a job to growing your career and everything in between. Come prepared to ask questions, and get ready for an uplifting conversation on how to effect positive change in your career.

Featuring Melanie Fleming—Localization Producer, BioWare studios

Forging the Inquisition Longsword

Many swords of myth and legend are found in Dragon Age, but most remain confined to their digital world. That’s why we asked local blacksmith Shawn Cunningham of Front Step Forge to bring the Inquisition Longsword to life.

Watch Shawn use a mix of modern and ancient techniques to shape blocks of steel into a masterfully crafted blade worthy of any Seeker.

You can learn more about Shawn and his work on his website: www.frontstepforge.com

Fan Creation Feature: Garm the Krogan Battlemaster

Remember Garm, the Krogan Battlemaster from Mass Effect 2? Inspired by his reputation as the tough-as-nails leader of Omega’s Blood Pack, prop maker Matthew Walther built a full-scale wearable Garm suit. We sat down with Matthew to see what it takes to put together such an ambitious build, and it turns out creating the warrior Garrus called a “freak of nature” takes a lot of work. And red paint.


What inspired you to create Garm?

I’ve always wanted to build a Krogan, so I looked at all the different suits in the game and decided which one I wanted to make. You see people create Wrex or Grunt, but not really any others. I really liked the design of the Battlemaster armor, so I went with him!

How did you make the suit?

I put a 3D model of Garm into a program called Pepakura Designer that “unfolds” the model by flattening the parts to paper so you can make printable patterns. Once printed, I cut out the parts, traced them onto foam floor mats, and cut those into pieces to assemble like a gigantic puzzle.



I used floor mats because they’re light and really cheap. I cut all the parts with a hobby knife, glued everything together with contact cement, built a frame with PVC pipe and an old camping backpack, then sealed it all up with white glue so the paint wouldn’t seep into the foam. I brushed on the main colors and lightly dusted other colors to add some realism, added straps and foam tubes to hold parts together, and covered the open areas with black cloth to really sell the illusion of a massive Krogan.



How long did it take you to make Garm?

It took me between 250 and 300 hours, over a couple months. The hardest part was his head, because of the bone crests, but even that didn’t take long. Good results come with practice—and trial and error—but working with foam is easier than it may seem. That’s why I love the stuff.

300 hours is a lot of time! How did you learn the skills to pull this off?

Trial and error, mostly! There are hundreds of resources online to learn things like this. When I first started, I learned from my fellow self-made prop makers, gleaning what information I could and applying it to what I was doing. You can find prop makers all over Facebook, YouTube, and their websites.

What’s it like inside the suit?

Hot. Very, very hot. The suit is no more than 30 pounds, but the foam doesn’t breathe at all and it gets hot inside very quickly.  The hardest part, though, is seeing where I’m going! I need a handler with me because I can only see through the mouth.


Any plans to do another Mass Effect build?

I’ll definitely have to do something from Andromeda once we start seeing more.


You can find more of Matthew’s work on his website. Matthew has created other cool Mass Effect builds, including Threshy the Thresher Maw.

If you’ve spotted a community creation that you think we should highlight, tweet us!

Concerning Our Forums

This message is also available in French, German, and Polish.

After great consideration, we are closing down the BioWare forums, effective August 26, 2016. The Star Wars: The Old Republic forums will continue to operate; however, our public boards for Dragon Age, Mass Effect, and legacy BioWare titles will no longer be available.

This wasn’t an easy decision.

Our players are important to us. Your feedback, stories, and love for our games drive and inspire us.

In the past, our forums were the only way we could speak to you directly. They allowed our developers to talk with fans, and gave our players the opportunity to talk with each other about our games. But with the rise of social media and geek culture, there have never been more ways for us to connect.

Now we can travel around the world, meeting with you face-to-face at events like PAX, SDCC, and even shows in our own backyard. We can share stories with you on the go, giving you a look behind the scenes on sites like Facebook, Twitter, YouTube, and Instagram.

In turn, you’ve built your own fantastic communities in places like Tumblr and Reddit. You’ve created comprehensive Wikis and countless pieces of fantastic art, fiction, and cosplay.

With so many great things so widely available, our developers today find themselves spending more time on other sites, and less time in our own forums. And to our fans and players who came to those boards looking to talk to us, it was a great disservice.

So it is with a heavy heart that we will close our public forums on August 26, 2016. We will maintain some private boards, and may use these in future for beta feedback or other special projects.

Because we know there is a lot of information on there you may want to keep, the public boards will remain in a read-only state until October 25, 2016. After that date, they will be taken down.

While we are saying goodbye to this venue, we remain committed to our community and will always be here to listen, share, and support you. Online and in person, we will continue to seek out opportunities to interact and share in our combined love of games.