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myan00.bsky.social
Sup Bichons
@myan00.bsky.social
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Hey chooms,

We initially hoped to put Update 2.3 in your hands on June 26. However, we'll need some more time to make sure we're happy with it - we're aiming for a scope similar to Update 2.2. We'll update you further as soon as we can!

We appreciate your patience!
June 23, 2025 at 1:09 PM
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Happy anniversary @criticalrole.bsky.social 💛
Thank you for all the kindness you bring to the world, and to another 10 years of unforgettable and life changing (speaking from experience here!) adventures ✨

#CriticalRole #CriticalRoleFanart
March 13, 2025 at 11:03 AM
Reposted by Sup Bichons
Lucanis x Rook at a Treviso ball for Valentine's Day.

In between NDA work, I’ve been doing these color explorative narrative sketches for fun and keeping them loose.

Happy Valentine’s Day!

p.s. sorry reupload!

#datv #fanart #Lucanis #dragonage #bioware #rookanis #Treviso #ATrevisoball
February 14, 2025 at 5:07 PM
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Look, I'm not a fancy CEO guy, but if someone said to me "the key to this successful single-player IP's success is to make it purely a multiplayer game. No, not a spin off: fundamentally change the DNA of what people loved about the core game" to me, I'd probably, like, quit that job or something.
February 5, 2025 at 7:02 PM
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Eternal Strands is coming out Jan 28th on Steam, Epic, PS5, Xbox Series X/S. Our target retail is around $40 USD.

A third person action-adventure (with some RPG splashed on there), where you get to explore a ruined nation, fight massive creatures, and manipulate kinetics and temperature in battle.
December 17, 2024 at 1:45 PM
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Hello! I’m looking for work, ideally in an editor role. It’s been an honor to work with so many talented professionals, and a pleasure to meet so many amazing community members, in my 19 years at BioWare. I’m so grateful to all of you.
January 29, 2025 at 10:58 PM
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Karin and Trick are two of the most talented folks in their role I've ever worked with. Would strongly recommend if you have positions open.
January 29, 2025 at 11:13 PM
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I'm now looking for a new writing/narrative position. It's been a privilege to work with so many amazing devs over my 20 years at BioWare, and I will cherish the memories of the wonderful folks in the community I've met along the way. Thank you all.
January 29, 2025 at 10:58 PM
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Malenia, Blade of Miquella
November 16, 2024 at 7:13 AM
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Ciri portrait
December 2, 2024 at 1:40 PM
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QRT with your art that people keep copying/plagiarizing 🤪
December 10, 2024 at 8:49 PM
Reposted by Sup Bichons
Lastly, I'll re-iterate: not every studio works this way, exactly. The roles exist, sure, but are not divided up so neatly or as easily identifiable. Even so, this should give you an idea what "lead" and "sub-lead" mean... and perhaps help you imagine what it's like existing further down the chain.
December 22, 2024 at 3:31 AM
Reposted by Sup Bichons
And there will be pain. Shit rolls downhill, as they say, and when the project encounters big issues that means those high up have the sad job of figuring out how to spread it out and who can afford to take the hardest hit. If you're that one, you take it on the chin and you deal. This is the job.
December 22, 2024 at 3:31 AM
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You also need to keep in mind that projects are constantly in flux. Problems that were thought solved need re-solving. The team falls behind schedule and scope needs to change. You are constantly in a dance, within your tiny box, trying to figure out sub-optimal solutions that cause the least pain.
December 22, 2024 at 3:30 AM
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Anyhow, the point of all this is: the further you go down the chain, the smaller the box you can play in is. The less you have actual say over, and even then that say is subject to being overridden by ANYONE above... and must still play nicely with the needs and goals of the other departments.
December 22, 2024 at 3:30 AM
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If you think this is easier with a smaller (or indie) project, the answer is "yes, but not really". The roles are still necessary but often get combined into one person. Or outsourced, and someone still needs to manage the outsourcing. Things fall off over-full plates. It's a different kind of hard.
December 22, 2024 at 3:30 AM
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What conflicts could there be, you ask? Dependencies, for one. "I can't do X until Y is done, but Y is someone else's job". Or scope. "We need 20 doodads but the sub-lead said they only have time to make 10, what now?". Even outright differences in vision. Big projects means room for a LOT of egos.
December 22, 2024 at 3:30 AM
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The sub-leads are handed their goals by the lead, and work out how they're going to produce their particular corner of the game and also, more importantly, how they're going to work with each other. Conflicts between sub-leads are handled by the lead, as are ANY conflicts with other departments.
December 22, 2024 at 3:30 AM
Reposted by Sup Bichons
What does this mean? Well, let's look at the way BioWare broke up Design (as of 8 years ago, anyhow). Design consisted of Narrative Design, Level Design, Systems Design, Gameplay Design, and Cinematic Design (who worked in tandem with Cinematic Animation, which actually fell under the Art Lead).
December 22, 2024 at 3:30 AM
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So while the PD is managing up, the Leads are managing down. With big projects, that means managing the "sub-leads"... those in charge of the individual sections of their department. It'd be unmanageable otherwise, and the bigger the project the more of these there are going to be.
December 22, 2024 at 3:28 AM
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What does this mean? If the studio or publisher has concerns about the project, they're calling in the PD to explain. If the project needs more time or resources, it's on the PD to explain to them why and how and when. If there are a lot of layers above the PD... yes, it's a looot of meetings.
December 22, 2024 at 3:28 AM
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The studio leadership is going to be giving the PD their marching orders, often in the form of those strategic goals. If there's a publisher involved, that's where the studio leadership is likely getting those goals. The PD, then, ends up being the person who has to negotiate with everyone above.
December 22, 2024 at 3:28 AM
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How much autonomy or ownership those Leads have is, like I said, really up to the individual PD and that studio's culture. Even in the case of a PD who has a lot of authority over the project, however, they still report to the studio leadership (unless it's the same person, like in a small studio).
December 22, 2024 at 3:27 AM
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More importantly, it's the PD who hands down the project goals to the Leads: the strategic goals, the needed features, the shape of it all, etc. The Leads then figure out how their department is going to tackle those, and work with each other. If the Leads conflict, it's the PD's role to solve it.
December 22, 2024 at 3:27 AM