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Dragon Age Week

In the first week of January, I tweeted several times about DA Week, talking about things I did and/or saw. You may have questions:

  • If we have a team dedicated to Dragon Age, how can we have a DA Week?
  • What is DA Week?
  • If Sir Pounce-a-lot and Barkspawn got into a pie-eating contest, who would win?
  • Why is there a lamprey on a shirt further down in this article?

I will answer some (but not all) of these questions in this post.

What is it?

Dragon Age Week is a weeklong period during which team members work on their own projects. These projects can serve a multitude of purposes:

  • Investigate a feature that is not currently in the plan.
  • Learn a skill outside their current area of expertise.
  • Look into projects outside the scope of current Dragon Age work.
  • Almost anything else.

Teams are allowed and encouraged.

At the end of the week, each person or team is expected to have something to show.

Before DA Week, we ran a series of DA Fridays where Friday afternoons were devoted to similar goals.

Why do it?

Game development is a creative process. As teams have grown bigger and bigger, dependencies have become increasingly important to understand and track. This is great and all, but it has the side effect of restricting what a developer can work on and when. When other people are depending upon my output, it is difficult for me to experiment and try new things.

But therein lies the problem. Experimentation is where a lot of the best features come from.

Off-book things that I personally have been responsible for:

  1. The Wild Mage in BG2
  2. Creature possession in the NWN DM client (though this quickly BECAME a core feature)
  3. Combat balancing in Sonic Chronicles

How’d it go?

We had excellent participation through the week. I think it was a great success.

Anything come out of it yet?

Yes:

  • Several smaller tech initiatives will be rolled over directly into the codebase.
  • We had four different groups who worked on board/card games. They are all great games with good “feels.” We haven’t yet figured out exactly what the next steps are for those.
  • Several people worked on creating assets from a discipline outside their own. This is an EXCELLENT thing. While most of these assets won’t be used in the game itself, the exercise gives a greater appreciation for the work that other disciplines do. Additionally, it actually tends to improve workflow, as domain experts are forced to explain things to non-domain experts, often revealing holes in the documentation or workflows.
  • Several interesting art projects. Some of which you may see in the store in the future. Some of the more “interesting” offerings caused us to start looking into a print-on-demand store. Things like this:

 

There is a story that goes with this. REALLY, I promise.

Callback

What if it was fish pies?

Discuss this!

Posted in Behind-The-Scenes, BioWare, Dev Team, dragon age, Twitter | Comments Off

Interview with Level Designer Raylene Deck

Who are you and what is your role at BioWare?

My name is Raylene Deck and I’m a Level Designer on the Mass Effect franchise.

What is the best part about your job?

I think the best thing about being a level designer is being able to help drive the creative process of making a level. The level starts as just a brief description on a piece of paper, then it’s just a bunch of boxes to represent rooms and cover, and pop-up box messages to tell the player what is happening. But eventually, everything comes together and it transforms into something amazing by the time we ship. The great thing about this process is that I get to work closely with a lot of different departments during various stages of development. Working in a creative environment, people come up with so many ideas that almost every day something is improved, changed or newly discovered, and that what makes it exciting.

What does an average day look like for you?

As a level designer, I think an average day really depends on which stage of development we’re working on. If it’s the beginning of the project, I will be in a lot of meetings to discuss what kind of level we want to make. We’ll figure out the overall story, setting and gameplay, and from there, I will start making the level layout. If it’s mid-production, we have the bones of the level figured out and so now I would be doing tasks such as combat layouts, boss fight mechanics or exploration puzzles. At this time, I’m working very closely with my artist, writer, gameplay designer and cinematic designer to figure out all the details of the level and most importantly, make the level fun. If it’s getting close to the time of shipping the game, the level is already fun so now it’s time to fix all the bugs. I switch gears and work with the QA team. Some of the bugs I’ll be fixing range from logic errors, memory and frame rate issues or collision problems.

Can you tell us about one of your proudest moments working in game development?

Mass Effect 2 was my first critically acclaimed game that I’ve worked on. Walking into my local game store, and seeing Mass Effect 2 sitting on the shelf was an amazing feeling, especially being new to the gaming industry. Everyone I work with puts so much heart into their work. Seeing the fans so excited to play the game is humbling and makes all those long working hours worth it.

What’s a geeky thing about you?

Oh boy, where do I start? :) If I had to choose one thing that’s out of the ordinary, I’d pick my love of making costumes. I used to dress up as favourite anime characters and perform skits at Animethon (a local anime convention in Edmonton) when I was younger. I can’t believe I just admitted that!  But I still try and go over the top for any event that requires a costume. At BioWare, there is a Halloween costume contest each year and I’ve been lucky enough to win a few times. It’s always a competitive contest with so many creative people working here. This past year, I dressed up as Chell from Portal 2.

Do you have any advice for those wishing to get into the video game industry?

In my department, level designers come from a lot of different backgrounds. For me, I have a degree in Computing Science, but there are people that have art or even music backgrounds. So I don’t think the important part is where you come from, but instead, your drive to make games. So make something! Grab a copy of a toolset like Unreal Editor or even the Neverwinter Nights toolset, and try your hand at scripting and learning what is fun. And don’t be discouraged if your idea fails. For every idea that works, there were 10 past ideas that didn’t work. Also, get your friends to try out your game. Being able to take feedback and iterate on it is an extremely helpful skill in making games.

If you weren’t working in the industry, what would you be doing?

Hard question! I’d probably be doing something completely different. For instance, I’m a big Japan-nerd so I’d possibly become a Japanese-English translator and translate games in Japan.

What are you currently playing, reading, or listening to?

The last few months have been tough since we’ve been pushing really hard to get Mass Effect 3 finished, so I’m behind on my stack of games. But I managed to find time to play Skyrim and I’m just starting up on Uncharted 3. I got a Kobo E-reader for Christmas so I downloaded my first book, Ender’s Game, and I’m really enjoying it. I also bought tickets for Coachella for the first time so I’ve been listening to a lot of the bands who will be there and getting really excited for the show!

 Discuss this!

Posted in Behind-The-Scenes, BioWare, Dev Team, Mass Effect, Q&A, Twitter | Comments Off

Leak questions geth role in Citadel battle – Alliance News Network

 

From: Alliance News Network Information Partners

August 24, 2186

Leak questions geth role in Citadel battle

By Amita Qasid

 

VANCOUVER, EARTH – A leaked report has cast doubt on key facts in the Battle of the Citadel, backing up controversial claims by the long-marginalized “Citadel Conspiracy” movement.

In the report, acquired by the free-information group TruthHax, a top-secret emergency defense committee admits that the powerful dreadnought at the center of the battle may not have been of geth construction.

Key to the report is testimony by Commander Shepard, hero of the Alliance Navy and a decorated veteran. Shepard insists Saren Arterius’s flagship was actually one of many artificial intelligences separate from the geth and hostile to organic life.

Shepard’s credibility has declined in recent years amid reports of abetting the human supremacist group Cerberus. But in the leaked document, the defense committee appears to treat the Commander’s claims as a genuine possibility.

Shepard could not be reached for comment, having been relieved of duty by the committee.

Prime Minister Shastri was confronted with questions about the report today at a routine press conference, but waved them off, saying only: “It’s a big galaxy. The geth are one of many threats we talk about, and rest assured, the Alliance will be prepared for whatever comes our way.”

Amita Qasid is a political correspondent for ANN’s “Earth Standard” and a frequent contributor to ANN Magazine.

 Discuss.

Posted in Mass Effect | Comments Off

Asunder Winning Entries

Thank you everyone for being patient! We were absolutely thrilled with the number of entries and passionate contestants who submitted stories in celebration of David Gaider’s latest book Asunder. Our inboxes filled to bursting with over 400 entries and we enjoyed reading the imaginative and harrowing tales you sent us.

In the end, I couldn’t be more pleased to say that David Gaider and his team of writers Tonia, Sheryl, Luke, and Mary read every single entry. All of them! So no matter how you did in the competition, you can now say that your work has been read by a BioWare writer. Kind of makes me wish I’d entered!

David and his team narrowed down the entries to the top 20. In alphabetical order (how orderly!):

  • “Absent” by Accursed Spatula
  • “Architect” by OatsMalone1
  • “As We Are” by Sagacious Rage
  • “Atonement” by bunny_girl1022
  • “Beyond These Pages” by Cerelinde
  • “Blessed are the Pure in Spirit” by trampledpixie
  • “Burdened” by Elliebean
  • “Chaff in the Wind” by Brynna1998
  • “Conspiracy Theory” by jenovan
  • “Eyes on Me” by Sandtigress
  • “the Flight” by J.M. Beck
  • “Harrowing” by Greer
  • “Horses, and the Smell of Snow” by Ghanima9
  • “Jinx” by Bethadots
  • “Last Strands of Childhood” by Kilyra
  • “Normal” by deekeh
  • “Penitence” by ColorMeSurprised
  • “Pinch’s Fascinations” by Firky
  • “Powerless” by Scary Lady
  • “To Represent an Order” by Ninebits

This was narrowed down by our ace team of writers to five entries. These five finalists will receive a signed copy of Asunder!

  • “Last Strands of Childhood” by Kilyra
  • “Horses, and the Smell of Snow” by Ghanima9
  • “Penitence” by ColorMeSurprised
  • “Powerless” by Scary Lady
  • “Normal” by deekeh

And our final winner, reciving a suite of Dragon Age II products from Razer and a moderated skype conversation with David Gaider, is Kilyra for “Last Strands of Childhood”!

We asked David about judging the contest and he had this to say, “Thank you to everyone who entered, and apologies to those who fell through the cracks because their story hit us at a tired moment or hit some pet peeve. We did our best, and were very impressed. Well done to you all.”

The lead writer of the Dragon Age franchise also wrote a special companion piece for the BioWare Blog discussing his overall thoughts and a few dos and dont’s. Read that here!

Discuss this!

Posted in BioWare, Community Spotlight, contest, dragon age | Comments Off

Storming the Sand Castle

Storming the Sand-Castle

by David Gaider

So who am I to judge fanfiction?

The answer I would typically get for that is “you’re a professional writer”. While that’s true, my speciality lies in narrative design for games– and while I’ve written a few novels, I would hardly call them superior works even when held in comparison to similar works in the genre. I’m pretty critical of my own work (though not critical enough, as the first edits I tend to get back from my novels can attest– there is nothing more humbling than that, believe you me), though I’m told that’s not unusual for writers. A writer who’s wholly satisfied with what they produce isn’t likely to improve much. We tend to spend so much in the salt mines, agonizing over every phrasing that pretty soon it’s impossible to see past all the pain. You think it’s all crap, and while it probably is crap it’s also probably not as crappy as you think it is. The art, after all, lies in reaching your audience, not in your authorial intentions or your clever turn of a sentence or your good grammar.

Fanfiction, to me, is filled with plenty of art– despite what some would have you believe. It’s a way for many writers to develop their skills. They cut their teeth by playing in someone else’s sandbox before they develop their own, and it comes with the added benefit that they get to share their love with other fans. Yes, yes, it gets mocked a lot, and while there’s some truth to the idea that there’s a lot of bad fanfiction out there, the same can be said for almost any medium filled with hopeful beginners. What do you want? They’re learning. If there’s any criticism I would level, it’s that many fanfiction writers insulate themselves in the safe cocoon of an appreciative audience so that they never receive the criticism required to grow. There’s no harm in that; not everyone needs to grow as a writer– but those who do find that criticism, somewhere, can turn into pretty fantastic writers. Some of them choose to continue writing fanfiction, because that’s what they enjoy, and that doesn’t lessen their achievement in any way. They’re good, end of sentence.

Which means it was with some trepidation I took on the role of judge in the Dragon Age fanfiction contest, though “fanfiction” in this context probably isn’t accurate. Not many of the writers used our characters as more than cameos– and good thing: if your audience includes a character’s creator, you’re walking into a minefield. Do it well, and you’ll get extra points. Do it poorly, and you’ll lose more points than you can afford. It’s why I don’t tend to read real fanfiction much, as it’s difficult for me to see past all the fingerprints left on my creations, but that doesn’t mean I begrudge them the act. Even so, I don’t write fanfiction, or much short fiction at all. My last attempt was a short story I wrote for Fenris before I even knew the character well, done in a single afternoon on a tight deadline. I cringe when I look at it now, because I know I can do better. So I empathize with fans who engaged in a similar exercise, and hardly felt worthy to sit as judge for their worthy entries– especially knowing how much more trepidation they would feel, suddenly having an audience who was not a fellow fan but someone with proprietary interest in their sandbox.

Initially, I was only to read the top five entries and select a winner from among those. Chris and Jessica didn’t want to demand too much of my time, which I appreciated– yet when I finally read those it didn’t feel right. They were good, but if I was going to pick a winner and say “David Gaider thinks this one is the best”, I needed a larger sampling. So Jessica bundled up all four hundred entries and sent them my way. I still couldn’t physically read every single one, but I recruited the rest of the writing team to go through the pile… together we could cull it down to a group among which I would be happier to personally declare a winner, and we could then honestly say every single entry had been looked at by a BioWare writer. And I would get to read as many as humanly possible. That felt more than fair, I think.

Big task, though, and tough. Initially we thought it would be easier, that you would see very quickly when an entry just wasn’t going to make it to the final pile and thus it would be quickly discarded. There were some of those, sure, but the truth was that most entries were good enough to read to completion… leaving you to sit afterwards and decide just how much you liked it in comparison to the previous. Sometimes it was frustrating. More than once, after finishing a story, I was tempted to immediately email the entrant and tell them “You were doing so well, it was brilliant, and then you…” But I couldn’t do that. Not everyone could take that kind of personal criticism, or might even want it, and I’ve no need to be hurtful.

Still, after reading dozens and dozens of entries, some patterns began to emerge. Things that were irritating, or could have been easily avoided. Things that forced me to remind myself not all these people were experienced writers. There were good things, too, things that inspired me and made me want to sit down and write something of my own– which I wonder if some might find surprising. I don’t. Fans inspire me all the time. It’s why I enjoy interacting with them as much as I do.

So rather than email all those people, I thought I’d put together a small list of “do’s” and “don’t's” for this kind of writing– with a couple of caveats. One, that this is intended from my perspective as your intended audience and, to a lesser extent, as a writer of some experience. Two, that when it comes to writing, any rule exists to be broken. If you’re going to break rules, however, you need to do it with style.

1. DON’T start with description. This is a difficult point, as writers will have different opinions on when and where to use description– some will include scads and scads, while others will include almost none at all. I fall a bit into the latter category, preferring to give readers a feel for a character or a place and leave the rest to their imagination rather than spout off a laundry list of descriptive terms. So I may be a bit biased. Regardless, of all the places you should include description, the very beginning is not that place. You have one paragraph, maybe two, to grab a reader’s attention. Don’t waste it.

2. DON’T pull your punches. Not every piece of writing needs to be an exercise in emotional turmoil, but if that’s what your writing promises and where you see it going then don’t suddenly veer away and abandon that promise. There could be many reasons to do so. Maybe the idea of such harshness made you sad, or you loved your characters too much to do something so terrible. Trust me: writing is not meant to be a pleasant endeavour, not when you do it well. Some may accuse you of sadism, but they’ll love you all the more for it… and those characters of yours? If they could talk to you, they would not thank you for sparing them, for in gratifying yourself you have robbed them of immortality.

3. DO pay attention to flow. In creative writing, flow is more important than language. Some writers will abuse a thesaurus so badly you half-expect to find it wandering dazed alongside the highway, dress in tatters and lipstick smeared across its face. They laden their prose with words they fancy because they think it makes their writing more poetic. It doesn’t. It makes your prose heavy, and while there might be some readers who appreciate that, it won’t make you a better writer. Be sparing with your language, and realize there isn’t a sentence so clever it shouldn’t be cut if it doesn’t assist your purpose– which is telling a story. Cut out all your extra that’s and but’s and adjectives and adverbs (I often need this advice, myself). Slaughter your word-babies mercilessly, for that pain will put you in the habit of not over-populating your prose to begin with.

4. DO pay attention to your scope. Scope is something with which I am intimately familiar, for it is my eternal enemy in narrative design. Short stories are called that for a reason: they tell a small story, not a big one. Save your sweeping, epic sagas filled with flashbacks and multiple points of view for something larger. For now, decide what piece of a story you’re going to tell. Make it small, and use only the tools absolutely needed to reach your ending. Don’t introduce any more characters than you require, or even give the ones you do introduce names if those names are extraneous. If you end up writing something too large, consider starting over and cutting your scope rather than cutting– cutting is important, but you run the risk of it making your story choppy rather than lean if you cut too deeply.

5. DO the unexpected. There were some entries which made some delightful twists in their tale, without that twist coming across as forced… and there were others who, sadly, wrote something pedestrian when their set-up promised so much more. A well-written tale that goes nowhere interesting is no better than a poorly-written one. If your writing feels like work, and where you end up doesn’t excite you, then write something else… which is not to say that every single word should be honey-golden brilliance dripping from your pen. If you expect that, you will paralyze yourself. When you’re finished, however, what you’ve made should be satisfying. You’ll still think it sucks, because you’re a writer, but at the very least you should feel confident that you stretched your boundaries… even just a little.

I’ll leave it there, and hope those people who wrote an entry feel it more helpful advice than unwarranted criticism. Personally, I think every entrant did something admirable. It’s always risky to put something of yours out into unsafe waters where it can be subjected to scrutiny. A lot of feedback any author gets will be pointless or cruel, but some will be worthy– and, taken to heart, will help you improve. If you’ve learned something, then all the better. I know I have, and I want to thank everyone who entered. The love you poured into our little sandbox was both inspiring as well as humbling, and reminds me why I adore building these lovely sand-castles to begin with.

Find out who won here!

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Posted in Behind-The-Scenes, BioWare, contest, Dev Team, dragon age | Comments Off