BioWare

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* Greg Zeschuk
* Trent Oster
* Brent Oster
* Marcel Zeschuk

**BioWare** is a Canadian video game developer based in Edmonton, Alberta. It was founded in 1995 by newly graduated medical doctors Ray Muzyka and Greg Zeschuk, alongside Trent Oster, Brent Oster, Marcel Zeschuk and Augustine Yip. As of 2007, the company is 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, *Star Wars: The Old Republic*.

## History

### Foundation

BioWare was founded by Ray Muzyka and Greg Zeschuk, alongside Trent Oster, his brother Brent, Zeschuk's cousin Marcel, and Augustine Yip. Of the founding team, Muzyka and Greg Zeschuk had recently graduated from medical school at the University of Alberta, and had a background in programming for use in school. Together with Yip, they had created a medical simulation programme. The three also played video games for recreation, eventually deciding to develop their own. 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, which resulted in capital of $100,000. The company was incorporated on 1 February 1995, though formally launched on 22 May 1995.

### 1990s: *Shattered Steel* and *Baldur's Gate*

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 left BioWare at that time to form Pyrotek Studios, which continued developing *Shattered Steel* but broke up a year later, with Trent returning to BioWare to finish the game. 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-placed gunfire could shoot mounted weapons off enemies). A sequel to *Shattered Steel* was planned for 1998 but never realized.

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.

This resulted in *Baldur's Gate*, which witnessed a development cycle of three years. During this time, the three doctors continued to practice medicine. However, in the final years of the project, the demands of development 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*.

### 2000s: EA acquisition, *Mass Effect* and *Dragon Age*

 File:BioWare logo.svg
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. *MDK 2* was released on PC, Dreamcast, and eventually PlayStation 2, offering BioWare their first taste of developing games for consoles. *MDK 2* 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.

*Baldur's Gate II: Shadows of Amn* was released in 2000, two years after the release of *Baldur's Gate*. *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 *MDK 2* was not enough to stabilize Interplay financially, who eventually went bankrupt. Following Interplay's bankruptcy, BioWare began to work with Infogrames, which was later renamed to Atari. *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 and, 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 private equity fund Elevation Partners investing in the partnership. On 11 October 2007, however, it was announced that this new partnership (organized as VG Holding Corp.) had been bought by Electronic Arts. BioWare therefore became a unit of EA, but 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 be merged with Mythic Entertainment, another division of EA, so that they could have all of their role-playing game development in one business unit.

The growth of the MMORPG group as part of Electronic Arts in 2008 has 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. In 2009 Mythic Entertainment, based in Fairfax, Virginia, became part of the RPG/MMO Group, later being renamed BioWare Mythic in early 2010.

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. Rob Denton stepped up as general manager of Mythic, reporting to Muzyka, and later became the Group Operations Officer of the new group. BioWare's studios remained unchanged and continued to report to Muzyka. Near the end of 2009, BioWare released the acclaimed fantasy role-playing game *Dragon Age: Origins*.

### 2010s: Muzyka and Zeschuk's departure, *Mass Effect* on hiatus, *Anthem*

In January 2010, BioWare released the sequel to Mass Effect, *Mass Effect 2*, which would go on to receive critical acclaim and more than 60 awards. The company announced that it would be opening up a new customer service office in Galway, Ireland, in 2011. 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, and was announced on 21 October 2008, although BioWare had first mentioned an unspecified new collaboration with LucasArts in October the previous year. The other games were *Dragon Age II*, the sequel to *Dragon Age: Origins*, and *Mass Effect 3*.

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 these criticisms, 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. The Extended Cut was released as a free download on 26 June 2012. In the aftermath of the controversy, *Forbes* contributor Erik Kain wrote that it "may end up being a healthy one for the industry, opening a new chapter in gamer/developer/publisher relations", calling BioWare and EA's decision to act on the fans' complaints a "remarkable" choice that made gamers realize "that they are entitled, and that it isn't a bad thing, to quality games".

On 18 September 2012, the next day after the official announcement of the third *Dragon Age* title, both Ray Muzyka and Greg Zeschuk, two of the remaining co-founders of BioWare, simultaneously announced they would be retiring from the gaming industry. 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 remains 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).

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." In November 2013, teaser images from the next instalment of the *Mass Effect* series were released. At E3 2014, BioWare Edmonton announced working on a new (unnamed) original intellectual property in addition to continuing their established series. 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. On 9 February 2015, Bioware Austin announced that development on *Shadow Realms* would not continue.

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, *Dragon Age*'s writer David Gaider left BioWare in January 2016. 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. 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.

On 13 September 2016, EA announced the formation of EA Worldwide Studios, which would consist of the BioWare Studios, EA Mobile, and Maxis, and led by the DICE co-founder Patrick Soderlund. At the same time, Samantha Ryan, head of EA Mobile and Maxis, was appointed the new head of the BioWare Studios (Aaryn Flynn remained in charge of BioWare Canada). 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 to the lukewarm response received by the specialized press and the fandom with sales lower than the previous *Mass Effect* chapters. Given the circumstances Electronic Arts has reportedly frozen the entire *Mass Effect* series, downgrading the BioWare Montréal branch from a leading development team to a support team, and later merging it into EA Motive altogether.

During EA's *EA Play* pre-E3 press conference on 10 June 2017, BioWare revealed *Anthem*, a new action role-playing game, with BioWare's story writer, Drew Karpyshyn, who previously worked on *Mass Effect* and *Mass Effect 2*, contributing to the new game. In July 2017, Aaryn Flynn, General Manager of BioWare, announced that he would depart from the company. Casey Hudson, who left the company in 2014, returned to BioWare as its new General Manager. 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. 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.

On September 24, 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.

## Technology

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 2D role-playing video games based on *Dungeons & Dragons*, the *Baldur's Gate* series (1998–2001). 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 Infinity Engine, referred to as the "Infinity Enhanced Engine" (alternatively Infinity Plus Engine or Infinity Bless Engine).

The Template:Visible anchor was the successor to the Infinity Engine, featuring full 3D environments, real-time lighting and shadows, and surround sound. BioWare used the Aurora Engine to produce their 2002 *Neverwinter Nights*, as well as two expansion packs. The game included the so-called "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. 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. 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.

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*.

The Template:Visible anchor succeeded the Odyssey Engine and, among other things, supported PhysX hardware acceleration. It was used to produce *Dragon Age: Origins* (2009) and its expansion pack (2010). Like *Neverwinter Nights*, *Origins* was released with a toolset to allow the players to run their own adventure modules on the Eclipse Engine. An upgraded version of the Eclipse Engine, internally known as the Lycium Engine, was used to produce *Dragon Age 2* (2011).

In 2013, EA confirmed that all future games developed by BioWare will be made on EA DICE's Frostbite 3 engine. Both *Dragon Age: Inquisition* and *Mass Effect Andromeda* were announced to be based on the Frostbite 3 engine, as part of the general move towards a unified technology foundation across all of Electronic Arts' development studios.

## Subsidiaries

* **BioWare Austin** in Austin, Texas; formed in March 2006 specifically to develop *Star Wars: The Old Republic* (with assistance from BioWare Edmonton), BioWare Austin later began working on a new IP called *Shadow Realms*, but production was shelved in February 2015 in order to focus on the continuing production of *Dragon Age: Inquisition* and *The Old Republic*.

### Former

* **BioWare Montreal** in Montreal, Quebec; formed in March 2009 to assist the Edmonton studio where necessary. Led the development of DLC for the *Mass Effect* series as well as *Mass Effect: Andromeda*. BioWare Montreal was merged with EA's Motive Studios in August 2017.
* **BioWare San Francisco** in San Francisco, California; founded as EA2D and developed *Mirror's Edge 2D* and *Dragon Age: Legends*, became part of BioWare, but was closed in February 2013.
* **BioWare Mythic** in Fairfax, Virginia; formerly known as Mythic Entertainment, until June 2009, re-renamed to Mythic Entertainment in November 2012 and closed completely in 2014.
* **Victory Games**; founded in February 2011 as BioWare Victory to develop the 2013 *Command & Conquer*, it had since dropped the BioWare label in November 2012 but remained part of the BioWare group. The studio dissolved in October 2013.
* **Waystone Games**; the developer of *Dawngate*, which was cancelled in November 2014.
* **BioWare Sacramento** in Sacramento, California; founded as KlickNation 2008, acquired and renamed BioWare Sacramento in 2011, and renamed EA Capital Games in 2014.

## Games developed

*Main article: List of BioWare video games*
## Awards and recognition

The full list of awards can be found on their web site.

* Spike TV's 2010 Video Game Awards: Studio of the Year (2010)
* Hall of Fame induction (2010)

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* and the *Edmonton Journal*.

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."

## References

1. ↑ Brightman, James (4 June 2010). "BioWare on RPG Success, Old Republic, Natal and More". industrygamers.com. Archived from the original on 13 July 2011. https://web.archive.org/web/20110713030058/http://www.industrygamers.com/news/bioware-on-rpg-success-old-republic-natal-and-more/2. Retrieved 11 March 2011.
2. ↑ Caouette, Joseph (13 July 2018). "Profile: Greg Zeschuk and Ray Muzyka". https://www.albertaventure.com/profile-greg-zeschuk-and-ray-muzyka/2/1301.
3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 "IGN Presents the History of BioWare". 21 January 2010. Archived from the original on 2 January 2012. https://web.archive.org/web/20120102161001/http://xbox360.ign.com/articles/106/1062745p1.html. Retrieved 29 December 2011.
4. ↑ Keefer, John (March 31, 2006). "GameSpy Retro: Developer Origins, Page 12 of 19". http://www.gamespy.com/articles/697/697083p12.html.
5. ↑ Matulef, Jeffrey (22 May 2015). "BioWare turns 20 today". https://www.eurogamer.net/articles/2015-05-22-bioware-turns-20-today.
6. ↑ Peel, Dan (23 November 2012). "Baldur's Gate: Enhanced Edition interview: Trent Oster on building "BioWare 0.6 Mark 2"". Archived from the original on 6 January 2018. https://web.archive.org/web/20180106064001/https://www.pcgamesn.com/baldur-s-gate-enhanced-edition-interview-trent-oster-building-bioware-06-mark-2. Retrieved 5 January 2018.
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27. ↑ "Shadow Realms First Gameplay – IGN Live: Gamescom 2014". 15 August 2015. Archived from the original on 24 January 2015. https://web.archive.org/web/20150124121615/https://www.youtube.com/watch?v=65EIZwhXWSs. Retrieved 21 August 2014.
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35. ↑ "Bioware Acknowledges 'Mass Effect: Andromeda' Criticism". 30 March 2017. http://www.tomshardware.com/news/bioware-mass-effect-andromeda-criticism,34025.html. Retrieved 11 May 2017.
36. ↑ "Mass Effect Andromeda Review Roundup: Most Polarizing Game of the Year". 20 March 2017. Archived from the original on 9 May 2017. https://web.archive.org/web/20170509073028/http://www.tomsguide.com/us/mass-effect-andromeda-review-roundup,news-24695.html. Retrieved 11 May 2017.
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38. ↑ "Sources: BioWare Montreal Scaled Down, Mass Effect Put On Ice For Now". 10 May 2017. Archived from the original on 10 May 2017. https://web.archive.org/web/20170510195120/http://kotaku.com/sources-bioware-montreal-downsized-mass-effect-put-on-1795100285. Retrieved 11 May 2017.
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