![]() ![]() This helped ease the transition and establish some of our values. ![]() Looking back, adds Zeschuk, the best thing BioWare did in the starting of the Austin studio was "to bring some of the company's leaders from Edmonton down to Austin to work directly with Rich Vogel and Gordon Walton, who were already in Austin. ![]() That's probably the biggest thing you need to get right and something we took a lot of care doing." Any time you start a new studio, there's a challenge in getting the right mix of people, culture, and personalities. "So they sent a few of us down to Austin to open a studio."Īustin was chosen, Zeschuk says, "because of its rich history as a great location to make online games. " Ray Muzyka and Greg Zeschuk believed it was time to get into the MMO space they're always thinking about how BioWare can continue to be successful in the future," recalls Ohlen. It wasn't until late 2006 that the team got started in earnest on the Star Wars IP. They share a lot in common, including the BioWare staples of cinematic storytelling and being able to make choices that impact how your story unfolds."Įven though it's a natural evolution for the pair, neither Ohlen nor Erickson had a clue as to what game they would be tasked to build when they came down to Austin in 2005. Ohlen was lead designer on the earlier RPG, and he perceives the MMORPG "as a continuation of telling stories in that era. ![]() James Ohlen, creative director (and game director for SWTOR), and Daniel Erickson, writing director (and lead writer for SWTOR), both have high hopes that their newest release will garner the same praise that the classic title that inspired it generated. Flash forward to this week and BioWare Austin is launching its very first MMORPG, Star Wars: The Old Republic, the game for which the Austin studio was created - and the game that took "just" six years and a huge global team to build. ![]()
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