- Jun 23, 2001
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http://blog.bioware.com/2014/11/07/introducing-some-dev-team-leads-for-the-next-mass-effect/
Thoughts?
I wrote 'Mass Effect not4' because Bioware has said the game's title won't be Mass Effect 4, but without further information, its still the 4th Mass Effect game. I don't count Infiltrator.
Chris Schlerf, Lead Writer (@schlerf)
Its been incredibly difficult for Chris Schlerf to keep his work on the next Mass Effect a secret. Since joining the franchise as lead writer in November 2013, Schlerf says every day has felt like Christmas albeit one where he has to wait to tell people about his presents.
As a fan of the series, he says the rich and robust Mass Effect universe is a source of endless inspiration. From the sheer sci fi spectacle to the raw potential of unfettered exploration on a galactic stage, each day gives him the opportunity to work on something new and exciting.
Chris Wynn, Senior Development Director (@The1Wynn)
Great ideas can come from anywhere, and Chris Wynns team knows it. Since joining BioWare as the senior development director for the next Mass Effect in 2013, Wynn has worked tirelessly to reinforce a culture of creativity and openness at the Montréal studio.
Its about being humble on the leadership team and accepting that everybody has an ability to have a great idea, Wynn says. Its about ensuring you have a culture where the best idea wins, and everyone has the ability and is welcome to contribute.
Fabrice Condominas, Producer (@Faburisu)
As a former designer, producer Fabrice Condominas comes equipped with the necessary vocabulary for talking to his creative teams.
I can speak to them in their own language, he says. They trust that because I have been through (the development process) myself, it helps me evaluate the complexity of tasks, so when I ask for something, theres the understanding that I wont ask for crazy stuff. And conversely, I wont accept any bullshit either, he says, chuckling.
Ian Frazier, Lead Designer (@tibermoon)
Think it, build it, play it thats lead designer Ian Fraziers approach for the next Mass Effect. With so many creative teams on a project, he says its easy to lose focus and sit around bouncing big ideas off one another. Thats why when Frazier feels the team has a good idea, rather than getting it perfect on paper, he focuses on having them build it in game so they can get their hands on it and see how it handles.
My philosophy is: build a basic prototype now, play it, and iterate on it, rather than building a giant paper cathedral of design and then trying to implement it into the game, he says.
Joel MacMillan, Art Director (@MrJoelMac)
Telling stories through design has been one of art director Joel MacMillans primary goals. From color palettes and architecture to scars and machine marks, he wants the visuals to impart a sense of history and presence for the player, creating a deeply immersive experience.
A large part of this is developing a tactile believability, MacMillan says: a sense that what the player is seeing and encountering could actually exist in the real world.
Mac Walters, Creative Director (@macwalterslives)
Few people know Mass Effect better than creative director Mac Walters. He spent 10 years working on the franchise, leading the writing team for the second and third installment, as well as writing several comics in the setting. And now, after a few years away working on other projects, he says returning to the Mass Effect universe feels like coming home.
As creative director, Walters works to ensure that from the second the game boots up, everything from the environments to the music feels like what the Mass Effect fans have come to know and love.
Mike Gamble, Producer (@GambleMike)
Playing the first Mass Effect is what made producer Mike Gamble alter his career path so that he ended up at BioWare. Starting out as a development manager on Mass Effect 2, Gamble has been with the franchise ever since, and now works to ensure the next game delivers the experience fans have come to know and expect.
I live and breathe Mass Effect, Gamble says. Its what Ive done solely since I got here, so I take the player experience very seriously.
Yanick Roy, Studio Director, BioWare Montréal (@YanickRRoy)
Part of what makes our games so special is the atmosphere within the studios themselves. Thats why studio director Yanick Roy has worked diligently to develop and maintain the culture of BioWare within our Montréal studio as its grown these past six years.
Since starting out as the senior project manager for Mass Effect in 2006, Roy has seen how this essential ingredient has fueled the development process. And now with the Montréal studio taking on the reigns of the franchise, he says the team has the tools they need to create what he calls a true BioWare experience.
Thoughts?
I wrote 'Mass Effect not4' because Bioware has said the game's title won't be Mass Effect 4, but without further information, its still the 4th Mass Effect game. I don't count Infiltrator.
