Posts Tagged ‘BioWare’

Dragon Age: Origins wins both RPG Game of the Year and PC Game of the Year at Spike TV’s Video Game Awards!

December 14, 2009

By Evil Chris Priestly

On Saturday night, Dragon Age: Origins took home 2 incredible awards at this years Video Game Awards on Spike TV winning both RPG Game of the Year and PC Game of the Year.

Dragon Age’s Executive Producer Mark Darrah, BioWare co-founder Greg Zeschuck and other members of the Dragon Age developement team were on hand at the awards show and Mark Darrah winded up being the man to go on stage and claim the 2 trophies from the presenter rapper Snoop Dogg.

We want to take a moment to thanks all of our great Dragon Age: Origins fans who voted for us. Winning awards is always excellent, but when it is the fans who buy, play and enjoy our games, it makes the awards even sweeter. Thanks to everyone who voted for us.

BioWare, Child’s Play and the Gift of the Yeti

December 4, 2009

The Holiday times are on us once again, and this year to help everyone feel good about the holiday season, you can help BioWare donate to Child’s Play. For those of you who do not know, Child’s Play is the “geeks charity of choice” and does great work trying to raise money to help fund hospitals for sick kids around the world. This year, BioWare is going to try to raise a donation of up to $10,000 with the help of our new Facebook game Gift of the Yeti and our fans.

Gift of the Yeti is a fun and fast-paced social game for people of all ages., Available now as a free Facebook app, the game has been developed at BioWare by the studio’s new R&D group, BioWare Labs. In the Gift of the Yeti game, players have a chance to help a sick Santa by delivering gifts on his behalf. Facebook friends can compete to beat each others’ high scores. The backstory of the Yeti will unfold through a clever Advent day calendar, with each day revealing a new piece of the storyline. Gift of the Yeti also allows players to choose from a variety of different gifts that they can send to their friends to invite them to save the day for Santa, and support the Child’s Play organization.

For every play of Gift of the Yeti, BioWare will donate a minimum of a penny, up to a total of $10,000 to the Child’s Play charity. Child’s Play is a community-based charity grown and nurtured from the video game culture and industry, distributing toys, games, books and cash for sick kids in children’s hospitals worldwide. Originally supported by Penny Arcade, more information about Child’s Play can be found HERE

Gift of the Yeti is BioWare’s digital holiday card to its fans. We use social networking as a powerful tool to connect meaningfully with our tremendous fan community,” said Dr. Ray Muzyka, co-founder of BioWare and the Group General Manager of the RPG/MMO Group at EA. “Gift of the Yeti is a fun, engaging holiday present from BioWare to our fans, the first in a series of compelling social experiences from BioWare Labs.”

Child’s Play draws the bulk of our support from video gamers and the games industry, and we are honored to be part of BioWare’s Gift of the Yeti campaign,” said Kristin Lindsay, Program Coordinator, Child’s Play. “Now gamers can help support pediatric hospitals in the US, Canada and worldwide simply by playing the game and having fun! When gamers give back, it makes a big difference.”

You can check out Gift of the Yeti, and help BioWare donate to Child’s Play by visiting our Facebook Gift of the Yeti app HERE

Dragon Age Journeys

October 14, 2009

Part 1 of 4 by Ethan Levy

Orzammar, under the mountains to the west of Ferelden, stands as one of the last great Dwarven cities. 1,000 years have passed since The Blight last drove the proud dwarves to seal their roads and abandon their fallen colonies. Though forsaken and all-but forgotten by the men and elves who walk the surface, the Deep Roads still teem with darkspawn. Amidst the rise of dark omens you head into peril, into the depths, into the Deep Roads.

Dragon Age Journeys

And so begins Dragon Age Journeys: The Deep Roads. Hey there BioWare fans. My name is Ethan Levy, I’m a producer with EA 2D, and I’m very proud to announce our newest game Dragon Age Journeys. At EA 2D it is our mission to create blockbusters for the browser; some will be original games created by our teams and some will be games within other EA franchises, such as Dragon Age Journeys. We broke ground on Journeys back in November 2008, and after so many months of blood, sweat and tears, we can’t tell you how excited we are to finally start talking about the game.

Dragon Age Journeys has been a collaboration between EA 2D, BioWare, and some of the hottest indie talent from the flash developer community. Over the coming days, we’ll be introducing you to the game, the talented team of developers behind its creation and some of the day-to-day craziness that goes into making a game. More than anything, we want you to get a feel for how much fun and passion goes into creating a game for the browser that can live up to the high standards set by BioWare’s illustrious history.

Journeys 1

We have some big plans for Journeys. The first piece that we are currently building is a 3 chapter, single player, tactical rpg delivered in Flash. Right now we’re hard at work finishing the first chapter, Dragon Age Journeys: The Deep Roads. The game will introduce you to the dwarven city of Orzammar and the Deep Roads surrounding it where the dwarves face a persistent threat from the darkspawn hordes.

BioWare has been incredibly supportive in providing us with materials to work with in the creation of The Deep Roads. They have given us pages upon pages of reference materials, story documents, concept art and screenshots. We get invaluable feedback and insight on the game from members of the Dragon Age team, including Drs. Ray and Greg. The Deep Roads features character classes, talent trees, sound effects, music and user interface taken directly from Dragon Age: Origins. Thanks to all these resources and input from the BioWare team, it will serve as a solid introduction to the world of Dragon Age.

Journeys 2

The leading force behind The Deep Roads is Daniel Stradwick, creator of the excellent flash rpg series Monster’s Den. Art and animation has been created by the illustrious Adam Phillips of Bitey Castle fame. Additional programming is being done by Andrew Sega, who created the Magic the Gathering inspired flash card games Mytheria and the multiplayer Armor Wars. The story is being penned by first time game writer Marcelo Poppi. You’ll learn more about them and the talented team at EA 2D in future posts.

Jay Watamaniuk Moves On

September 18, 2009

jwmo1
Part 1 of 1 by Evil Chris Priestly

Today is Jay Watamaniuk’s last day as BioWare’s Community manager. I’m not going to make a big thing about this, as Jay is not really the sentimental sort, but I didn’t feel right letting this day pass without a few words. Jay answers questions

This is Jay. He likes to LARP (Live Action Roll Play) with friends and he runs in the annual Alberta Death Race. He’s a huge nerd who once set a man’s desk on fire in a fit of pique. He may prefer fruity booze drinks with little umbrellas to beer, but he also owns his own whip ala Indiana Jones.Final Night Party 04 Jay does not like beer

Jay, like me, has been with BioWare for over 8 years now which makes him one of the “old timers” around the office (I am still young and spry, but Jay is very old indeed). For many years Jay WAS the BioWare community team. Sure, he had a bunch of help from the web teams, customer service folks and other staff, not to mention the fact that BioWare has made some great games that have pulled in a great community of fans.

Still, without Jay, the existing BioWare community would not be what it is today. I’ll let him discuss his achievements and accomplishments if he chooses to, but I’m going to call out a few things.

Without Jay, there would have been no BioWare Wednesdays. That was his idea and he worked hard each week to support it.

Without Jay, Community would not be attending conventions like Gen-Con & PAX or holding the builder events we’ve held.

Without Jay, much of the upcoming Social Site would not be nearly as cool as it will be.

Without Jay, I would have had to wear the Shepard armor at PAX this year. And that would have been both dangerous to others and potentially obscene.

ME2 Booth Evil Chris and Jay

Monday, Jay starts a new job here at BioWare. Jay has always wanted to be a writer (if you’ve enjoyed the good writing on the BioWare Blog or laughed at the newsletter you’ll have seen a glimmer of his talent) and he’s moving onto the Mass Effect writing team to help fulfill his dream. He’ll still be stopping by the forums from time to time, twittering, blogging and such, but now Community will have to soldier on without him.

I’ve worked with Jay for over three years now and I’ve always said that he was the brains and I was the mouth. Without Jay, I wouldn’t have this cushy cushy job working on the internet, jet setting around the globe, attending fan events, and really enjoying my life. Community is a great gig and you’ve left some big shoes to fill, but we wouldn’t be here today without you.

For that Jay, much thanks.

BioWare Blog: Gather Your Party Before Venturing Forth. p2

August 17, 2009

Part 2 of 2 by Evil Chris Priestly

Well, another year’s Gen-Con has come and gone. I, and the rest of the BioWare staff working the Con, are very tired, but very pleased at how much fun we had and how well Dragon Age: Origins was enjoyed by the fans. We had great turn out each and every day. I don’t think there was more than a 30 second gap of empty space at any of the kiosks for either PC or Xbox 360 demos. Dragon Age Booth 11

I guess I should back up a bit. If you read part 1 of my Gen Con blog (and if you haven’t go do so now, I’ll wait) you know that me, Fernando Melo (Producer), David Gaider (Lead Writer), Cori May (Technical Designer), Randall Bishop (Assistant Brand Manager), Derek Beland (Senior Programmer), Bryan Derksen (Toolset Programmer) and Vanessa Prinsen (QA Analyst) all came to this years Gen Con in Indianapolis Indiana to show off Dragon Age: Origins. We had 4 stations each for hands on demos of the PC and Xbox 360 versions. We also had a stage where we gave presentations and toolset demos to the crowd. Everyone had a great time meeting and talking DAO with fans. I think 99% of the people who came to the booth walked away impressed with the game. The 1% who walked away unhappy wanted it to be an MMO (too bad for them as they missed out a great single player RPG. We told them to check out Star Wars The Old Republic for cool upcoming MMO goodness).

The game went over great and even the people who only watched walked away talking about how cool it was or how much it reminded them on NwN or Baldur’s Gate. I had a large number of people pull out PDAs and pre-order on the spot, which was great to see. We did have a few minor tech issues, all caused by Xboxes overheating in their tiny cabinets in the hot Convention hall, but otherwise the builds performed great. Our biggest disappointment was that our swag never did arrive. We were supposed to give out 18 thousand inflatable Dragon Age swords, but the truck never showed, so our apologies to fans that didn’t get any. Our biggest surprise was likely the transformation of Vanessa from knowledgeable game assistant in to “booth babe”. Never underestimate the power of an attractive woman who is also a huge gamer and fellow nerd. Vanessa the Booth Babe

We had a great time in Indianapolis as well. Despite being really hot and humid (compared to back home) we explored, dined well and shopped when we weren’t working hard. The people of Indy are super nice when us nerds come to town for Gen Con. The only day we felt out of place was “Game Day” when the local NFL team, the Colts, played. The streets became a sea of blue and white jerseys and we felt like geeky salmon trying to swim upstream trying to walk anywhere. We also went out to a great Steak Restaurant with our friends from EA Mythic studios (who were there showing Warhammer Online ) as well as watching District 9 with them late the last evening. Great bunch of folks at Mythic and it was a pleasure to meet up with them when we could.

All too soon, it was the end of the Convention. When the announcement came at 4pm on Sunday everyone gave a strong round of applause to the Con, and breakdown on the booths began. We quickly tidied up, scrubbed our PCs and 360s clean (for security), packed up and moved out having had a great Gen Con once again this year. Will BioWare be back in 2010? Well, we will have shipped both Dragon Age: Origins and Mass effect 2 before next summer, but we do have a lot of DLC we’ll be talking about, plus we have an MMO in the works. I can’t promise anything yet, but we’ll see what we can do.

Now I’m sitting in an airport lounge on my way to Koln (or Cologne) Germany for the Koln Games Convention. BioWare is going to be showing both Dragon Age: Origins and Mass Effect 2. I’ll continue blogging once I have touched down in Germany and gotten over the jetlag. Keep track of us on Twitter at biofeed and check out our convention pictures on the Community Flickr account here: Flickr

Looks like they’re boarding my plane. Blog at you later.

The Long Road to BioWare: A Designer’s Origin Story, p1

June 18, 2009

feltham1
Part 1 of 4, by David Feltham

I’d love to tell you that I worked hard on learning Unreal, made lots of maps, created a ton of Neverwinter Nights maps and modded the hell out of some engine. I’d love to tell you that it was this that helped me get a job in the industry and that if you keep it up you too will join us in the fray. But this isn’t the case. In fact, my ass in this seat at BioWare, working on Mass Effect 2, the sequel to the number one game of all time on the Xbox 360, is due to equal parts Luck, Networking and Determination.

What I do now as a Sr. Designer is a lot different to what I did 12 years ago. After 3 1/2 years fast-tracking a degree in English Literature followed by a diploma in Computer Graphics, I started my career in broadcast design.

This is where the Luck comes in.

I had grabbed Toronto’s Gold Book and highlighted all the post-production studios (1997 was pretty weak for web-access). After a week of searching and highlighting, I called each of my choices in advance, got the receptionists name and inquired about dropping off my 3D Studio Max demo reel (which I had, in those days, painstakingly put together on Beta Max in a post-production house). I spent a week walking to all of those places and one of them was Big Studios. The owner happened to be there while I was chatting up the receptionist and she took a look at my demo reel while I was there. She enjoyed the dolphin getting ripped apart by a propeller so much that she offered me a job on the spot (and by on the spot, I mean she hinted at it, talked with her financier and called me the next day). It was pure luck that I happened to be at the studio on a slow day when the boss was in, during a time of year when they were doing a crazy hiring spree. It was lucky that she had a sense of humour with regards to porpoise-julienne. I spent a year there doing crazy hours working with one of the most talented people I know in that business (did I mention she has 3 Emmys?) modeling, compositing and animating in just about every piece of software on the market at the time. It was a good experience and I learned a lot in that year.

This is where Networking helped.

But after a year I had burnt myself out: the turnaround for the American networks was usually 24 hours and I couldn’t keep up with the genius of the boss. I had networked with a lot of people and I decided that I would take a chance on my own doing freelance and independent work. I bought a domain name, set up a home office and started calling those network-contacts. I started doing a lot of small jobs, a lot of them that paid next to nothing, or nothing at all, while I marketed myself: a feat that was more difficult in the day without an established and well-connected internet populated with social-network sites like we have now. The amount of work I was putting in and how little income it provided me wasn’t balancing out and I needed a bigger job to land or I’d have to consider working at a company again. After how burnt out I was at the last place, the idea wasn’t appealing.

This is where Luck panned out again.

Someone I had met in college, Jen Julien, got a job offer while in school at Headline Sports (Canadians would now know it as The Score now) and they were looking for a contractor to help them establish their new look. After one interview and some discussions on what the new look could be (and no doubt due to my price, which would be substantially cheaper than going to a larger house), I landed the job and worked with them for several months on the new look. I received several accolades including a feature article in Applied Arts magazine, and this lead to some freelance jobs around Toronto that I wouldn’t have gotten without Headline Sports.

I ended up running my own shop for 2 years. But after an awful job that didn’t even pay in the end and when my best friend said to me that ‘He didn’t know how I could look for work every minute of every day” I realized that I just couldn’t do this forever. And to be honest, 3 years of logo assemblies can get a bit mind-numbing. Around that time, Baldur’s Gate kind of changed everything for me. I’ve been a gamer since Adventure on the Compaq and computer games were a part of my life. But here was a game that that proved that games were more than the arcadey twitch-click experience of JumpMan and Duke Nukem. Here was a company making the games I wanted to play; games that would change the face of how games were done. I wanted to be a part of that.

Dave Feltham, who hails from Toronto, is a Senior Designer on Mass Effect 2. He doesn’t like to think about the number of days multiplied by the 9 years he has in the game industry, nevermind the 3 before that in the TV industry. He has done broadcast design work for many major TV networks and has released games for the launch of every new-generation console since Microsoft’s Xbox. He giddily walked through BioWare’s doors 2 years ago and still can’t believe he works here. He likes coffee. A lot. He’s drinking one right now.