Anticipation was working excessive inside BioWare when Andrew Wilson and Laura Miele, two of EA’s high executives, visited the studio in 2023. They had been there to see the newest Dragon Age, which had been in improvement in a single kind or one other for almost a decade. It was a likelihood to present that after struggling by way of the releases of Mass Impact: Andromeda and Anthem, BioWare was lastly again on the proper observe.
The story of their go to got here up greater than as soon as in our go to to BioWare for September’s IGN First. Director Corinne Busche, who was conducting the demo, remembers rehearsing for “hours and hours” to make sure that she bought every little thing proper.
“I knew the content material like the again of my hand and every little thing was going so properly. However after all we get to the reside demo with Andrew Wilson and Laura Miele in the room, and as quickly as I battle a Satisfaction Demon I get walloped proper off the edge and down into a pit and die,” Busche laughs. “And he turns and appears at me and goes, ‘Nicely, at the very least your load occasions are nice.’”
It was an embarrassing second for Busche, however in its personal means, a victory. At the moment, the recreation that might grow to be Dragon Age: The Veilguard was lower than three years faraway from a main reset, shifting from the skeleton of a multiplayer recreation with repeatable quests, a tech base, and the define of a story, to a full-blown single-player RPG. In that point, BioWare had successfully torn Dragon Age down to the studs, implementing a brand-new battle system together with a host of recent content material. It was a placing turnaround for a recreation that at one level appeared prefer it would possibly by no means launch in any respect.
To cap off our IGN First protection for Dragon Age: The Veilguard, we’re going to take you inside BioWare on the eve of a main milestone in its historical past. In the course of reporting on this story, I spent two days at BioWare, performed hours of Dragon Age, and had a prolonged sitdown interview with Studio Basic Supervisor Gary McKay. Right here’s what I discovered.

BioWare GM Gary McKay is unassuming if you first meet him. He’s older than the common recreation developer, favors plaid button-ups, and likes to discuss hockey. Hockey comes up a lot round BioWare, really – it’s based mostly in Canada, in any case. The studio resides in one in every of the handful of high-rises overlooking Edmonton’s downtown core, which is dominated by the area that serves as the residence of the Edmonton Oilers. It is applicable — hockey followers can let you know all about how the Oilers, who loved a dominating stretch in the Eighties, and at the moment are haunted by ghosts of their very own.
McKay is the one to give a tour round the present studio area, which opened in late 2019 – simply in time for the COVID-19 pandemic to upend onsite work. Like so many different studios, BioWare is a clear, minimalist area identifiable as a recreation studio primarily by the numerous trinkets from its previous – a Javelin go well with from Anthem in the foyer, a Morrigan statue in the window wanting down on the Oilers area, replicas of weapons and helmets from Mass Impact and Dragon Age – with assembly rooms with names like “Jade Empire.”

In a studio so steeped in historical past, McKay is a relative newcomer. He took over as BioWare Basic Supervisor in the wake of Casey Hudson’s second departure after stops at Disney, Marvel, and quite a few different studios; in his 25 years profession, he labored on Def Jam Vendetta, Turok, and an RPG that was apparently based mostly on the metallic group Iron Maiden. He preaches order and a dedication to high quality in a studio that at occasions has been in contrast to a pirate ship and has skilled a worrying quantity of crunch in its historical past.
“I actually learn a lot of the identical tales you probably did,” McKay says. “I really feel like we have introduced a little order to the chaos with out stifling any creativity.”
McKay inherited a studio that in lots of respects was not in nice form. In the span between 2017 and 2020, BioWare cycled between a number of GMs as a number of of its most outstanding creators departed. Lead author David Gaider exited in 2016. Mike Laidlaw, one in every of Dragon Age’s chief architects, left BioWare in 2017. Former GM Aaryn Flynn left to begin his personal studio and launched Nightingale. Casey Hudson left, got here again, after which left once more.
In 2020, Dragon Age had but to enter alpha and was popping out of a interval of experimenting with its implementation of multiplayer. Since the launch of Inquisition in 2014, BioWare’s Dragon Age workforce had been pulled away a number of occasions to attempt to save totally different tasks that had been in hassle, canceled at least one version of the sequel, and pivoted to multiplayer. It was the sort of improvement hell that has killed many different tasks, or at the very least badly broken their high quality. In the meantime, the COVID-19 pandemic hit, upending the whole video games business.
It was on this interval that BioWare started laying the basis that might form its course for the subsequent a number of years.
“[Dragon Age] was actually targeted on some fairly clear choices we would have liked to make, resembling multiplayer, which we determined not to pursue for all the good causes. And after I take into consideration the state, I take into consideration, ‘What’s it that we wished to do with this recreation?’ And it was actually about going again to our roots and what we’re nice at, which is single-player hero fantasy video games, clearly set in the world of Dragon Age round unbelievable storytelling. Characters that simply leap out at you in the recreation,” McKay says.
“I imply, the characters on this recreation… you are stuffed with love and loss and sophisticated selections, and so, we actually wished to make it possible for we’re coming again to the coronary heart. So it is not a multiplayer recreation, it is not micro-transactions, it is an offline recreation. These are all the issues that we actually wished to return to what we really feel can be a profitable recreation.”
To that finish, BioWare revealed in early 2021 that it was abandoning the improvement of Anthem Subsequent, pivoting Dragon Age again to being a single-player RPG and handing the reins to Busche, with former co-leads Mark Darrah and Matt Goldman each opting to go away the firm (Darrah would later return as a advisor). Busche, a veteran designer with a watch for techniques, set about overhauling Dragon Age’s fight and development.
“In fact, as a multiplayer idea, the battle system at the moment was oriented round, ‘What’s it like to play with different gamers?’ And as you possibly can think about, issues like companions weren’t almost as at the forefront as they’re now. Your coordination was round different gamers. So after we went again to our roots, we checked out what labored rather well round teamwork, companions, the deep, wealthy RPG methods,” she says.
Was it a full reboot? McKay says no. “No, I do not see it as a reboot. No, I do not see it that means in any respect. I noticed it extra about ensuring that we’re laser-focused on leveraging and leaning into the issues that we see as success, issues we have had success in, and studying from these issues that we noticed some challenges in. And simply ensuring that we clearly study from them, we develop from them, after which lean into our successes. So, I by no means personally noticed it as a reboot, no.”
Busche largely agrees, ” In recreation improvement, a giant a part of your preliminary efforts are your tech stack, the underlying foundations that drive the recreation. We would additionally realized a lot about how to work inside Frostbite, so the good factor about doing a pivot like that is you are not coming in from sq. one, and our great narrative writing workforce had a top level view instead of what this story was going to be already. We would completed a few of the voice casting already. So these bones nonetheless exist at the moment, however from the construction of the recreation, going to an offline RPG, fight system full rework, the development techniques are so wealthy now. That was all from the floor up.”
So even when The Veilguard wasn’t a reboot, it was at the very least a reset – not only for Dragon Age, however for the studio itself. McKay acknowledges the problem of pivoting from multiplayer to single-player, saying that this was the second that the “rubber actually hit the highway” for the studio. It had spent years attempting to make multiplayer video games. Now it was getting again to what it was good at.

Reminders of BioWare’s early days are in every single place. Darrah, who returned to seek the advice of on The Veilguard in 2023, has been round in a single capability or one other since the late Nineteen Nineties. He remembers having to construct his personal desk after becoming a member of BioWare work on Baldur’s Gate as a programmer.
“It was undoubtedly a time of a lot of people that did not know any higher making video games,” Darrah says. “And I believe there’s a energy in that as a result of actually at the time, RPGs, at the very least Western RPGs, had been form of thought-about to be a lifeless style or a dying style, and so a workforce that did not know any higher was ready to make one thing that in any other case a extra skilled workforce would possibly’ve not even tried to make.”
Over the span of virtually 20 years, BioWare went on a exceptional run wherein it created a succession of RPGs that at the moment are thought-about stone chilly classics: Baldur’s Gate, Neverwinter Nights, KOTOR, Mass Impact, and Dragon Age. In that point, BioWare turned recognized for its distinctive home type – a mixture of romance and humor, deep world-building and memorable characters. It constructed BioWare a devoted fanbase that it retains to at the present time.