BioWare
Role: Principle Designer
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Lead designer for an original AA Secret agent concept with an evolution on the Mass Effect narrative system.
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Lead a talented team of designers, cinematics artists, and writers in the development of core game loops, a new stealth system (3 C's: camera, control, and character), and episodic storytelling.
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Gained valuable insights into narrative, storytelling, and the development process at BioWare.
I cannot say much about this project, other than post what the Creative Director Trent Oster has said in an interview:
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(Source: Shack News)
BioWare had a Bond-y, Bourne-ish espionage RPG in the works several years ago but it ended up scrapped, Trent Oster has revealed. Codenamed 'Agent,' it was the BioWare co-founder's last project before he left in 2009, and hoped to showcase the full spread of a secret agent's talents.
"The concept was to do the other half of GoldenEye," Oster told Eurogamer. "The idea being that James Bond isn't just a gun that walks around the world and shoots people. He's a suave manipulator, he's a talented martial artist, he's a secret agent. We wanted to cross that 007 with Jason Bourne, where he's been modified in some way; you're not sure what, but he's definitely deadly." Oster explained that BioWare wanted to "push the acting side," with "very high drama, very intense scenes" like the Bourne movies' punch-ups.