Company type | Subsidiary |
---|---|
Industry | Video games |
Founded | 1 February 1995 |
Founders |
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Headquarters | , Canada |
Key people |
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Products | List of BioWare video games |
Number of employees | 320 [2] (2019) |
Parent |
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Subsidiaries | See § Subsidiaries |
Website | bioware.com |
BioWare is a Canadian video game developer based in Edmonton, Alberta. It was founded in 1995 by newly graduated medical doctors Ray Muzyka, Greg Zeschuk and Augustine Yip. Since 2007, the company has been owned by American publisher Electronic Arts.
BioWare specializes in role-playing video games, and achieved recognition for developing highly praised and successful licensed franchises: Baldur's Gate , Neverwinter Nights , and Star Wars: Knights of the Old Republic . They proceeded to make several other successful games based on original intellectual property: Jade Empire , the Mass Effect series, and the Dragon Age series. In 2011, BioWare launched their first massively multiplayer online role-playing game (MMORPG), Star Wars: The Old Republic .
BioWare was founded by Ray Muzyka and Greg Zeschuk, and Augustine Yip. [3] [4] Of the founding team, Muzyka, Zeschuk and Yip had recently graduated from medical school at the University of Alberta, and had a background in programming for use in school. [5] Together with Yip, they had created a medical simulation programme. [5] The three also played video games for recreation, eventually deciding to develop their own. [5] Their success in the medical field provided them with the funding they needed to launch a video game company. To make their first game, they pooled their resources, $100,000 CAD each, which resulted in capital of $300,000. [5] The company was incorporated on 1 February 1995, though formally launched on 22 May 1995. [6] [7]
Their first game, Shattered Steel , began its life as a proof-of-concept demo, similar to the MechWarrior games. This demo was submitted to ten publishers, seven of whom returned to the company with an offer. A publishing deal for Shattered Steel was eventually signed with Interplay Entertainment. Brent Oster and Trent Oster formed Pyrotek Studios, which continued developing Shattered Steel but broke up a year later, with Trent joining BioWare as an early employee to finish the game. [8] BioWare's first game was released the following year. Shattered Steel's release was described by IGN as a "modest success" with "decent sales". Two noteworthy points were the deformable terrain (player weapon damage caused craters in the environment) and zone damage (well-aimed gunfire could shoot mounted weapons off enemies). A sequel to Shattered Steel was planned for 1998 but never realized. [5]
BioWare's founders and staff were keenly interested in both computerized and pen-and-paper variants of role-playing games. Their next development project, therefore, was determined to be a role-playing game. When Interplay financed "exploratory development", BioWare presented the publishers with a demo called Battleground: Infinity. Interplay suggested that the demonstrated gameplay engine would be well-suited to the Dungeons & Dragons licence which it had acquired from Strategic Simulations. Accordingly, Infinity was reworked in line with the Dungeons & Dragons ruleset. [5]
The result was Baldur's Gate , with a development cycle of three years. During this time, the three doctors continued to practice medicine. The demands of development later prompted Muzyka and Zeschuck to leave medicine and move into full-time development. Augustine Yip decided to continue with his medical practice. Baldur's Gate sold more than two million copies after its release, nearly matching the sales of Diablo . Following the success of Baldur's Gate, the Infinity Engine was used for the games Planescape: Torment and the Icewind Dale series. The success of Baldur's Gate was followed by an expansion pack for the game: Tales of the Sword Coast . [9]
At this point, BioWare decided to return to the action genre. The company's initial thought was to develop a sequel to Shattered Steel, but eventually a sequel to MDK from Shiny Entertainment was chosen for development. [5] MDK2 was released on PC, Dreamcast, and eventually PlayStation 2, offering BioWare their first taste of developing games for consoles. [9] MDK2 drew the same level of praise as its predecessor but, despite the success, BioWare returned to the Baldur's Gate series for their next project. [5]
Baldur's Gate II: Shadows of Amn was released in 2000, [9] two years after the release of Baldur's Gate. [5] Baldur's Gate II sold two million copies, matching the sales of the first game in the series. However, the success of both Baldur's Gate II and MDK2 was not enough to stabilize Interplay financially. [5] Subsequently, BioWare began to work with Infogrames, which was later renamed to Atari. [9] Neverwinter Nights was originally to be published by Interplay, but the company lost the licence of the game to Atari and part of their Dungeons & Dragons licence to BioWare. After selling their D&D licence to Atari, BioWare developed Star Wars: Knights of the Old Republic and Jade Empire . It had publishing relationships with Interplay Entertainment, Infogrames, under its new name Atari, LucasArts, and Microsoft.
The next few years saw a number of changes in BioWare's corporate status. In November 2005, it was announced that BioWare and Pandemic Studios (itself founded by former Activision employees) would be joining forces (with each maintaining their own branding), with private equity fund Elevation Partners investing in the newly named VG Holding Corp. partnership. On 11 October 2007, it was announced that VG Holding Corp. had been bought by Electronic Arts for US$775 million (equivalent to $1.14 billion in 2023). [10] BioWare therefore became a unit of EA, but still retained its own branding.
In 2007, BioWare released the science fiction role-playing game Mass Effect . The following year, BioWare released Sonic Chronicles: The Dark Brotherhood on the Nintendo DS, its first title for a handheld game console. Later, EA announced that BioWare would merge with Mythic Entertainment, another division of EA who would rename itself as BioWare Mythic after the deal. [11]
The growth of the MMORPG group as part of Electronic Arts in 2008 resulted in three additional studios being added to the BioWare group outside BioWare's original home base in Edmonton. The first, located in Austin, Texas, and headed by industry veterans Gordon Walton and Richard Vogel, was created to work on the Star Wars: The Old Republic MMORPG project. Both the studio and the project were announced on 13 March 2006. On 2 March 2009, BioWare announced it had opened a new studio in Montreal, Quebec, to assist with existing projects as necessary. [12]
During the mid-2000s, BioWare staff developed a number of video game projects which were ultimately canceled. A handheld spin-off for Mass Effect franchise titled Mass Effect: Corsair, inspired by the gameplay of Star Control and played from a first-person perspective, was briefly explored as a potential project for the Nintendo DS in 2008. [13] A sequel to Jade Empire was under development at one point. [14] The project transitioned into a spiritual successor codenamed Revolver, which was canceled by 2008. [14] Trent Oster led a team which worked on a spy-themed role-playing game codenamed Agent prior to his second departure from BioWare in 2009. [15] Unused concept art for Agent and Revolver are featured in the art book BioWare: Stories and Secrets from 25 Years of Game Development, published in January 2021. [14]
On 24 June 2009, Electronic Arts announced a restructuring of their role-playing and massively multiplayer online games development into a new group that included both Mythic Entertainment and BioWare. Ray Muzyka, co-founder and general manager of BioWare, was appointed the group general manager of this newly formed "BioWare Group". BioWare's other co-founder, Greg Zeschuk, became the Group Creative Officer for the new MMORPG studio group. BioWare's studios remained unchanged and continued to report to Muzyka. Near the end of 2009, BioWare released the critically acclaimed fantasy role-playing game Dragon Age: Origins . [16]
In January 2010, BioWare released the sequel to Mass Effect, Mass Effect 2 , which would go on to receive critical acclaim and many awards. The company announced that it would be opening up a new customer service office in Galway, Ireland, in 2011. [17] BioWare completed three major games between 2011 and 2012. The massively multiplayer online role-playing game (MMORPG) Star Wars: The Old Republic is based on BioWare's previous contribution to the Star Wars franchise, [18] and was announced on 21 October 2008, although BioWare had first mentioned an unspecified new collaboration with LucasArts in October the previous year. [19] The other games were Dragon Age II , the sequel to Dragon Age: Origins, and Mass Effect 3 . [20] [21] [22] [23]
Following the release of Mass Effect 3 in March 2012, numerous players complained about its endings failing to fulfill the developer's earlier promises regarding the conclusion of the trilogy. In response to the controversy surrounding the game's ending sequence, BioWare announced on 5 April that they would reschedule their post-release content production and release an "Extended Cut" DLC that would expand the original endings and address the most common points of critique. [24] The Extended Cut was released as a free download on 26 June 2012. [25] On 18 September 2012, the next day after the official announcement of the third Dragon Age title, [26] both Ray Muzyka and Greg Zeschuk, two of the remaining co-founders of BioWare, simultaneously announced they would be retiring from the gaming industry. [27] [28] After almost a year without a formal head, EA appointed Matthew Bromberg the group general manager of the BioWare label on 9 September 2013. Former CEO and president of Major League Gaming, Bromberg worked as the general manager of BioWare Austin since 2012; after his promotion, Jeff Hickman took over as the general manager in Austin. Aaryn Flynn remained in charge of BioWare Canada (Edmonton and Montreal) and Jon Van Caneghem, the head of Victory Games and Waystone Studio (also parts of the BioWare label). [29]
After acquiring and dismantling LucasArts, The Walt Disney Company announced in May 2013 that Electronic Arts will produce future Star Wars games, "in addition to the BioWare team, which is already developing for the Star Wars franchise." [30] In November 2013, teaser images from the next instalment of the Mass Effect series were released. [31] At E3 2014, BioWare Edmonton announced working on a new (unnamed) original intellectual property in addition to continuing their established series. [32] Another new IP, titled Shadow Realms is an episodic 4 vs. 1 story-driven online action role-playing game, and was announced on Gamescom 2014. [33] On 9 February 2015, BioWare Austin announced that development on Shadow Realms would not continue. [34] [35]
Casey Hudson, the creator of the Mass Effect series, left BioWare in May 2014, while Drew Karpyshyn, writer of Star Wars: Knights of the Old Republic and the first two Mass Effect games, returned in 2015. [36] Dragon Age 's writer David Gaider left BioWare in January 2016. [37] Chris Wynn and Chris Schlerf, both of whom had an important role in the development of Mass Effect: Andromeda , left in December 2015 and February 2016 respectively. [38] Alexis Kennedy, co-founder of Failbetter Games and the creative director of Dragon Age: The Last Court, joined BioWare as its "first ever guest writer" in September 2016. [39]
On 13 September 2016, EA announced the formation of EA Worldwide Studios, which would consist of BioWare Studios, EA Mobile, and Maxis, and led by DICE co-founder Patrick Soderlund. At the same time, Samantha Ryan, head of EA Mobile and Maxis, was appointed the new head of BioWare Studios. [40] Released in March 2017, Andromeda was at the center of controversy of equal proportions, if not higher than that around the third chapter; starting with heavy criticisms that were addressed before the video game was released [41] to the lukewarm response received by the specialized press and the fandom [42] with sales lower than the previous Mass Effect games. [43] Given the circumstances Electronic Arts had reportedly frozen the entire Mass Effect series, downgrading the BioWare Montréal branch from a leading development team to a support team, [44] and later merging it into Motive Studios. [45]
During EA's EA Play pre-E3 press conference on 10 June 2017, BioWare revealed Anthem , a new action role-playing game, [46] with BioWare's story writer, Drew Karpyshyn, who previously worked on Mass Effect and Mass Effect 2 , contributing to the new game. [47] In July 2017, Aaryn Flynn, general manager of BioWare, announced that he would depart from the company. Hudson returned to BioWare as its new general manager. [48] Lead story developer for Jade Empire and Dragon Age creative director Mike Laidlaw announced his departure from BioWare in October 2017 after 14 years with the company. [49] James Ohlen, the lead designer of the Baldur's Gate series, Neverwinter Nights, Knights of the Old Republic, Jade Empire, and Dragon Age: Origins, as well as the game director of The Old Republic MMO, left the studio after 22 years in July 2018. [50]
On 24 September 2019, it was announced that BioWare had moved from their old location on Calgary Trail into 3 stories of the Epcor Tower in downtown Edmonton. [51]
On 7 November 2020 or "N7 Day", a date first declared in 2012 by BioWare as an annual "worldwide celebration" of the Mass Effect franchise, Mass Effect: Legendary Edition was announced as well as an all-new entry to the franchise that had just started development. [52]
On 3 December 2020, both Hudson and Mark Darrah, the executive producer on the Dragon Age series, announced their departures from the studio. Electronic Arts stated that work on the Mass Effect and Dragon Age games would still continue at the studio. [53]
On 10 December 2020, a teaser trailer for the next Mass Effect game was shown at The Game Awards. [54]
On 14 May 2021, Mass Effect: Legendary Edition was released on Microsoft Windows, PlayStation 4, [55] and the Xbox One series. [56]
On 23 August 2023, about 50 BioWare developers were laid off. [57] A group of former employees later sued EA, seeking better severance following their layoffs. [58]
Between 1998 and 2011, BioWare developed a number of in-house video game engines to serve as technical basis for their games. Some of these engines were then licensed to other companies to develop their own games. Others came with modding toolkits, allowing the fan community to implement original adventures using the technology of BioWare's games.
BioWare created the Infinity Engine to use it as a core component for development of the Baldur's Gate series (1998–2001), which were 2D role-playing video games based on Dungeons & Dragons . The engine was also used by Black Isle Studios to create the critically acclaimed Planescape: Torment (1999) and the Icewind Dale series (2000–2002). When Beamdog sought out a license from BioWare and started engineering enhanced versions of these games in 2012, they created an updated version of the Infinity Engine, referred to as the "Infinity Enhanced Engine" (alternatively Infinity Plus Engine or Infinity Bless Engine). [59]
The Aurora Engine was the successor to the Infinity Engine, featuring full 3D environments, real-time lighting and shadows, and surround sound. [60] BioWare used the Aurora Engine to produce their 2002 Neverwinter Nights , as well as two expansion packs. The game included the Aurora toolset, a collection of tools allowing users to create their own digital adventure modules to be played either in single-player or in online multiplayer. The toolset enjoyed great popularity among the modding community, with over a thousand fan-made modules produced in it within half a year after the release. [61] Obsidian Entertainment (successor to Black Isle Studios) used an updated version of BioWare's Aurora, titled "Electron Engine", to produce Neverwinter Nights 2 (2006) and its three expansion packs (2007–2009). Like the original, the Electron toolset was released with the game. [62] The Polish studio CD Projekt Red used the Aurora Engine to develop The Witcher , the 2007 video game adaptation of the Polish fantasy novel series, although the rendering module was rewritten from scratch. [63]
BioWare used an updated version of the Aurora, titled the Odyssey Engine, to produce Star Wars: Knights of the Old Republic in 2003 and their first original intellectual property role-playing game Jade Empire in 2005. The Odyssey Engine was the first BioWare engine to allow developing for video game consoles, with both Knights of the Old Republic and Jade Empire originally released for the Xbox before being ported to the PC platform. Obsidian Entertainment used the Odyssey Engine to develop Star Wars Knights of the Old Republic II: The Sith Lords (2004), a sequel to the original Knights of the Old Republic. BioWare maintained limited oversight on Obsidian's development of The Sith Lords, as well as Neverwinter Nights 2 . [64]
The Eclipse Engine succeeded the Odyssey Engine and, among other things, supported PhysX hardware acceleration. [65] It was used to produce Dragon Age: Origins (2009) and its expansion pack Awakening (2010). Like Neverwinter Nights, Origins was released with a toolset to allow the players to run their own adventure modules on the Eclipse Engine. [66] An upgraded version of the Eclipse Engine, internally known as the Lycium Engine, was used to produce Dragon Age II (2011). [67]
In September 2004, BioWare acquired a license to use Unreal Engine 3 from developer Epic Games. [68] [69] Unreal Engine 3 would ultimately be used to develop the original Mass Effect trilogy (2007–2012), as well as the remastered Mass Effect: Legendary Edition in 2021. [70] [71]
In 2013, EA confirmed that all future games developed by BioWare will be made on DICE's Frostbite engine. [72] All three of BioWare's latest games ( Dragon Age: Inquisition , Mass Effect: Andromeda and Anthem ) were developed on Frostbite 3 as part of the general move towards a unified technology foundation across all of Electronic Arts' development studios. [73] [74]
The full list of awards can be found on their web site. [88]
In addition to numerous game awards, in October 2008, the company was named one of Alberta's Top Employers by Mediacorp Canada Inc., which was announced by the Calgary Herald [90] and the Edmonton Journal . [91] [92]
BioWare's co-founders Ray Muzyka and Greg Zeschuk were named as members of the Order of Canada in December 2018 "for [their] revolutionary contributions to the video game industry as a developer and co-founder of an internationally renowned studio." [93]
Neverwinter Nights is a role-playing video game developed by BioWare. Interplay Entertainment was originally set to publish the game, but financial difficulties led to it being taken over by Infogrames, who released the game under their Atari range of titles. It is the first installment in the Neverwinter Nights series and was released for Microsoft Windows on June 18, 2002. BioWare later released a Linux client in June 2003, requiring a purchased copy of the game to play. MacSoft released a Mac OS X port in August 2003.
Baldur's Gate II: Shadows of Amn is a role-playing video game developed by BioWare and published by Interplay Entertainment. It is the sequel to 1998's Baldur's Gate and was released for Windows in September 2000. Following its predecessor, the game takes place in the Forgotten Realms, a fantasy campaign setting, and is based on the Advanced Dungeons & Dragons 2nd edition rules. Powered by BioWare's Infinity Engine, Baldur's Gate II uses an isometric perspective and pausable real-time gameplay. The player controls a party of up to six characters, one of whom is the player-created protagonist; the others are certain characters recruited from the game world.
Obsidian Entertainment, Inc. is an American video game developer based in Irvine, California and part of Xbox Game Studios. It was founded in June 2003, shortly before the closure of Black Isle Studios, by ex-Black Isle employees Feargus Urquhart, Chris Avellone, Chris Parker, Darren Monahan, and Chris Jones.
Dragon Age: Origins is a 2009 role-playing video game developed by BioWare and published by Electronic Arts. It is the first game in the Dragon Age franchise. Set in the fictional kingdom of Ferelden during a period of civil strife, the game puts the player in the role of a warrior, mage, or rogue coming from an elven, human, or dwarven background. The player character is recruited into the Grey Wardens, an ancient order that stands against monstrous forces known as "Darkspawn", and is tasked with defeating the Archdemon that commands them and ending their invasion. The game is played from a third-person perspective that can be shifted to a top-down perspective. Throughout the game, players encounter various companions, who play major roles in the game's plot and gameplay.
Minsc is a fictional character in the Baldur's Gate series of Dungeons & Dragons role-playing video games developed by BioWare and Larian Studios. He originated from the pen-and-paper Dungeons & Dragons sessions held by the lead designer of Baldur's Gate, James Ohlen, and was expanded upon by the game's lead writer, Lukas Kristjanson. His video game debut was in Baldur's Gate as a companion character who can join the player's party. He also appears in the sequel, Baldur's Gate II: Shadows of Amn, the expansion, Baldur's Gate II: Throne of Bhaal, the 2015 game Baldur's Gate: Siege of Dragonspear, the 2023 game Baldur's Gate 3, as well as in promotions relating to the titles. Minsc is voiced by Jim Cummings in his original video game appearances, and by Matt Mercer in Baldur's Gate 3.
Jade Empire is an action role-playing game developed by BioWare, originally published by Microsoft Game Studios in 2005 as an Xbox exclusive. It was later ported to Microsoft Windows personal computers (PC) and published by 2K in 2007. Later ports to macOS (2008) and mobile platforms (2016) were handled respectively by TransGaming and Aspyr. Set in a world inspired by Chinese mythology, players control the last surviving Spirit Monk on a quest to save their tutor Master Li and defeat the dark forces behind his kidnapping. The Spirit Monk is guided through a linear narrative, completing quests and engaging in action-based combat. With morality-based dialogue choices during conversations, the player can impact both story and gameplay progression in various ways.
Neverwinter Nights 2 is a role-playing video game developed by Obsidian Entertainment and published by Atari Interactive. It is the second installment in the Neverwinter Nights series and is the sequel to BioWare's Neverwinter Nights, based on the Dungeons & Dragons fantasy tabletop role-playing game. Neverwinter Nights 2 utilizes an adaptation of the Dungeons & Dragons 3.5 edition rules. Players create player characters to represent themselves in the game, using the same character creation rules as found in the Dungeons & Dragons game. They may gain the assistance of additional party members, and they eventually acquire a keep that can be used as a base of operations. Neverwinter Nights 2 is set in the Forgotten Realms campaign setting—in and around the city of Neverwinter. The story is mostly unrelated to Neverwinter Nights and follows the journey of an orphaned adventurer investigating a group of mysterious artifacts known as "silver shards" and their connection to an ancient, evil spirit known as the King of Shadows.
Raymond Alexander Muzyka is a Canadian investor, entrepreneur and physician. Originally trained as a medical doctor and practicing as an emergency department and family physician after graduation, he is the co-founder of video game developer BioWare, and was CEO, senior vice president, and general manager of the BioWare label of Electronic Arts. In October 2012 he announced that he was embarking on a 'third career' mentoring and angel investing in technology, new media, medical and social entrepreneurs, and impact investing at ThresholdImpact.
Gregory Zeschuk is a Canadian businessman who was a VP at Electronic Arts and General Manager at BioWare Austin until 2012. He co-founded video game developer BioWare in Edmonton in 1995 with Ray Muzyka and Augustine Yip, after all three earned their medical degrees from the University of Alberta. Zeschuk announced his retirement from BioWare on September 18, 2012. He is currently involved in a number of projects related to the craft-beer industry, including the production of a web-based interview show known as "The Beer Diaries." Greg is also the chairman of the board of the smart playground technology startup, Biba Ventures based in Vancouver, BC.
Drew Karpyshyn is a Canadian video game scenario writer, scriptwriter and novelist of Ukrainian descent. He served as a senior writer on Star Wars: Knights of the Old Republic for BioWare and lead writer for the first two Mass Effect video games. He left BioWare in 2012 to focus on his Chaos Born novels, and returned to it three years later in 2015. On March 9, 2018, he announced he was leaving BioWare once again to pursue his independent work.
James Ohlen is a video game designer. He was Senior Creative Director of BioWare where he worked for 22 years prior to starting the publishing company Arcanum Worlds in 2018. In 2019, Ohlen became the lead of a new internal development studio Archetype Entertainment under Wizards of the Coast to develop new intellectual property and video games for the company.
Frostbite is a game engine developed by DICE, designed for cross-platform use on Microsoft Windows, seventh generation game consoles PlayStation 3 and Xbox 360, eighth generation game consoles PlayStation 4, Xbox One and Nintendo Switch and ninth generation game consoles PlayStation 5 and Xbox Series X/S, in addition to usage in the now defunct cloud streaming service Google Stadia.
Darkness over Daggerford is a premium module for BioWare's Neverwinter Nights role-playing video game. It was released for digital distribution on August 16, 2006. Considered a user-made mod, the game was created by Canadian company Ossian Studios, headed by former BioWare employee Alan Miranda. It was remastered and released as an official premium module on June 1, 2018.
Alan Miranda is a computer game designer.
Casey Hudson is a Canadian video game developer, known for his work on several of BioWare's video games, and mainly the Mass Effect trilogy as game director.
David Gaider is a Canadian narrative designer and writer. He was the lead writer and creator of the setting for the role-playing video game series Dragon Age.
Mass Effect: Andromeda is a 2017 action role-playing video game developed by BioWare and published by Electronic Arts. It is the fourth major entry in the Mass Effect series and was released in March 2017 for PlayStation 4, Windows, and Xbox One. The game is set within the Andromeda Galaxy during the 29th century, where humanity is planning to populate new home worlds as part of a strategy called the Andromeda Initiative. The player assumes the role of either Scott or Sara Ryder, an inexperienced military recruit who joins the Initiative and wakes up in Andromeda following a sleeper ship journey. Ryder becomes humanity's Pathfinder, who is tasked with finding a new home world for humanity while also dealing with an antagonistic alien species known as the Kett, and uncovering the secrets of a mysterious synthetic intelligence species known as the Remnant.
Anthem is an online multiplayer action role-playing video game developed by BioWare and published by Electronic Arts. The game was released worldwide for PlayStation 4, Windows, and Xbox One on February 22, 2019.
Mike Laidlaw is a Canadian video game developer best known for his work at BioWare as the creative director for the Dragon Age fantasy role-playing video game franchise, and the lead designer and director on the first three games.
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: CS1 maint: unfit URL (link)While it might appear to run on a new engine, Dragon Age 2 employs an evolved version of Origins' Eclipse engine (now called the Lycium engine internally).