Screenwriter Mac Walters is parting ways with BioWare after nearly 20 years


Great architect of the Mass Effect universe, Mac Walters confirmed that he left BioWare at the start of the year, a studio he joined in September 2003 to begin his career as a screenwriter on Jade Empire. A first attempt which then places him among the authors of a new license called Mass Effect. The universe of science fiction succeeds for him since Mac Walters will be promoted to chief screenwriter on Mass Effect 2 and Mass Effect 3 before occupying a role of creative director on the less memorable Mass Effect Andromeda. Before dusting off the trilogy in Mass Effect Legendary Edition, Mac Walters had taken the time to imagine the narrative foundations of a new universe that would become the unfortunate Anthem. Since January 2022, Mac Walters has been assigned production director not on the next Mass Effect but on Dragon Age: The Relentless Wolf. A change of course for the one who also made the Dark Horse editions happy by signing numerous books and comics on Mass Effect.

Here the exit

The name of Mac Walters is therefore added to the list of veterans who have left BioWare since 2017. Notable departures include Casey Hudson (general manager of the studio), Mark Darrah (executive producer of the Dragon Age trilogy), David Gaider (screenwriter in head of the Dragon Age trilogy), Mike Laidlaw (creative director of the Dragon Age trilogy), James Ohlen (director of Star Wars: The Old Republic), Fernando Melo (chief producer of Dragon Age: The Immaculate Wolf) and Matthew Goldman (creative director of Dragon Age: The Immaculate Wolf). Despite the ambient tumult, the next Dragon Age was released from its alpha phase last October. “For the first time, we have an overview of the entire game, from the first scenes of the first mission until the end. Everything is now visible, audible, playable and forms a cohesive experience“, explained general manager Gary McKay. Remember that this Dragon Age should have been released much earlier in the form of a game-service, but these plans were canceled in favor of a traditional single-player RPG.





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