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Mass Effect: Andromeda Collector's Edition eGuide
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Contents

  • Architect Encounters
    • Overview
    • General Phase Flowchart
    • Eos Architect Details
    • Voeld Architect Details
    • Kadara Architect Details
    • Elaaden Architect Details
  • Changelog
    • Updates
  • Developer Interviews and Concept Art
    • John Ebenger (Cinematic Designer)
    • Jessica Hara Campbell (Level Designer)
    • Jill Harrington (Technical Animator)
    • Joanna Erbach (Technical Artist)
    • Blair Brown (Associate Producer)
    • Colin Campbell (Level Designer)
    • Jason Richardson (Gameplay Designer)
    • Alec Antrim (Chief Architect)
    • Billy Buskel (Associate Producer on MP)
    • Charles Adcock (Development Director)
    • Jos Hendriks (Level Designer)
    • Daniel Torres (Graphics Programmer)
    • Dean Andersen (Studio Creative Manager)
    • Karine Marecki (Quality Assurance Team Lead)
    • Skyler Dawson (Software Developer)
  • Inventory
    • Weapons
      • Research & Development
      • Guns Overview
      • Assault Rifles
      • Pistols
      • Shotguns
      • Sniper Rifles
      • Melee Weapons
    • Armor
      • Overview
      • Helmet
      • Chest
      • Legs
      • Arms
    • Augmentations and Resources
      • Augmentations
      • Consumables
      • Resources
  • Introduction
    • Foreword
    • Welcome to Mass Effect
    • Milky Way Species
    • Mass Effect Trilogy and Andromeda Timeline
    • Ryder Family History
    • Andromeda Initiative
    • The Squad
      • Liam Kosta
      • Lieutenant Cora Harper
      • Vetra Nyx
      • Pelessaria B’Sayle (Peebee)
      • Nakmor Drack
      • Jaal
  • Game Mechanics
    • Basics
    • Game Mechanics Glossary
      • About the Glossary
      • AVP (Andromeda Viability Points)
      • APEX & Strike Teams
      • Augmentations
      • Codex
      • Containers
      • Credits
      • Crew Info Board
      • Cryo Pod Perks (AVP Status Control)
      • Deconstruction
      • Emails
      • Forward Stations
      • Fusion Mods
      • Galaxy Map
      • Hazards (Global)
      • Hazards (Local)
      • Heleus News Service
      • Journal
      • Level (Player Level)
      • Mining
      • New Game+
      • Nexus Level
      • Nomad
      • Outposts
      • Peripheral Information (Datapads, Information Walls, Terminals)
      • Remnant Decryption Puzzles (“Remdoku”)
      • Research and Development System
      • Re-Spec Station
      • Scanner
      • Tempest Trophies
      • Uncharted World (UNC)
      • Vendors
      • Viability
    • Combat Concepts
      • About Combat
      • Armor
      • Consumables
      • Difficulty (Single-Player Setting)
      • Enemy Defenses
      • Formulas and Calculations
      • Health and Shields
      • Miscellaneous Combat Tips
      • Weapon Mods
      • Powers
      • Profiles
      • Relative Difficulty (“Enemy Level Scaling”)
      • Ryder “Builds”
      • Squadmate Orders
      • Stats (Clarification of Terms)
      • Supply Crates (Ammo, Powers, Health)
      • Targeting
      • Weapons
    • Enemies
      • Enemy Categories
      • Kett
      • Remnant
      • Outlaws
      • Wildlife
  • Multiplayer
    • Multiplayer Basics
      • Overview
      • The HUD
      • Character Selection
      • Leveling Your Character
      • Skills/Powers
      • Character Customization
      • Enemy Groups
      • Combat
      • Strike Teams
      • Waves and Objectives
      • Store
    • Multiplayer Characters
      • Overview
      • Asari Multiplayer Characters
      • Human Multiplayer Characters
      • Krogan Multiplayer Characters
      • Salarian Multiplayer Characters
      • Turian Multiplayer Characters
    • Anagara Multiplayer Characters
    • Multiplayer Atlas
      • Overview
      • Firebase Zero
      • Firebase Sandstorm
      • Firebase Icebreaker
      • Firebase Derelict
      • Firebase Magma
    • Multiplayer Enemies
      • Overview
      • Kett
      • Outlaws
      • Remnant
    • Multiplayer Weapons
      • Overview
      • MP Assault Rifles
      • MP Pistols
      • MP Shotguns
      • MP Sniper Rifles
    • Multiplayer Skills and Powers
      • Overview
      • Biotic
      • Combat
      • Tech
    • Multiplayer Challenges
      • Multiplayer Challenges
      • General
      • Weapons
      • Enemies
    • Strike Team & APEX Missions
  • Interactive Maps
    • Heleus Cluster Map
    • UNC Maps
      • EOS
      • Voeld
      • Kadara
      • Elaaden
  • Secondary Ops
    • Overview
    • A Dying Planet
    • A Lost Sister
    • A Packaged Deal
    • A People Divided
    • Aid APEX
    • Architect on Elaaden
    • Aspirations
    • Behind Enemy Lines
    • Bridge Sabotage
    • Brought to Light
    • Conflict in the Colony
    • Contagion
    • Cora Harper: A Foundation
    • Cora Harper: Asari Ark
    • Cora Harper: At Duty’s Edge
    • Cora Harper: Duty Calls
    • Counting Bodies
    • Crisis Response
    • Cross-Cultural Alliances
    • Defeating the Kett
    • Dismantled
    • Dissension in the Ranks
    • Doesn’t Add Up
    • Elaaden: A New World
    • Emergency S.O.S.
    • End of Watch
    • Excess Baggage
    • Eyes on the Ground/On the Front Lines
    • Fact or Fiction
    • First Murderer
    • First Strike
    • Forgotten History
    • Forgotten Stars
    • Frequency
    • From the Dust
    • Gil Brodie: A Game of Poker
    • Gil Brodie: The Friend
    • Gone with the Wind
    • Gray Matter
    • H-047C: A New World
    • Hard Luck
    • Healing Kadara’s Heart/The Outlaw Monolith
    • Helping Havarl’s Scientists
    • High Noon
    • Intercepted
    • Investigate the Remnant Derelict
    • Jaal Ama Darav: Angaran Affection
    • Jaal Ama Darav: Friend or Foe?
    • Jaal Ama Darav: Runs in the Family
    • Jaal Ama Darav: Flesh and Blood
    • Kett’s Bane
    • Know Your Enemy
    • Lexi T’Perro: Bottom of a Bottle
    • Liam Kosta: All In
    • Liam Kosta: Armor Diplomacy
    • Liam Kosta: Community
    • Liam Kosta: Day Out on Aya
    • Liam Kosta: Outpost Worlds
    • Liam Kosta: Something for Us
    • Life on the Frontier
    • Making an Impression
    • Medical Caches
    • Meet the Family
    • Meet the Resistance
    • Mind Games
    • Missing Arks
    • Missing Science Crew
    • Mixed Messages
    • Modern Medicine
    • Movie Night: Better Snacks
    • Movie Night: Getting Started
    • Movie Night: Raise a Glass
    • Movie Night: Snacks
    • Movie Night: The Final Piece
    • Movie Night: The Right Setup
    • Murder in Kadara Port
    • Nakmor Drack: A Future for Our People
    • Nakmor Drack: Clutch Moment
    • Nakmor Drack: Firebreathing Thresher Maws
    • Nakmor Drack: How to Act Tough
    • Nakmor Drack: Knock ’Em Down
    • Nakmor Drack: Krogan Betrayal
    • Night on the Town
    • Old Skinner
    • Out of Gas
    • Out of the Frying Pan
    • Overgrown
    • Parlay with the Krogan
    • Peebee: A Mysterious Remnant Signal
    • Peebee: Reclaiming Poc
    • Peebee: Spirits
    • Peebee: The Museum Trip
    • Peebee’s Remnant Scanner
    • Peebee’s Secret Project
    • Precious Cargo
    • Recovering the Past
    • Reformation
    • Remove the Heart
    • Resistance Trap
    • Restoring a World
    • Rising Tensions
    • Ryder Family Secrets
    • Search for the Stolen Remnant Drive Core
    • Settling Elaaden
    • Settling Kadara
    • Settling Voeld
    • Shock Treatment
    • Sleeping Dragons
    • Something in the Water
    • Something Personnel
    • Stage a Rescue
    • Station Sabotage
    • Suvi Anwar: New Discoveries
    • Taming a Desert/Making This Dust Bowl Livable
    • Task: A Flower for Kesh
    • Task: An Exile Raid
    • Task: Beer Run
    • Task: Better Crafting
    • Task: Boosting the Signal
    • Task: Broken Family
    • Task: Broken Wires
    • Task: Cache Flow
    • Task: Catch and Release
    • Task: Clearing the Air
    • Task: Cold Hard Cache
    • Task: Comparatively Alien
    • Task: Cultivation
    • Task: Data Trail
    • Task: Drone Recovery
    • Task: Getting to Know the Nexus
    • Task: Gone Dark
    • Task: Herbal Entrepreneurs
    • Task: Hitting Rocks for Science
    • Task: Infection
    • Task: Investigating Embezzlement
    • Task: Kadara’s Ransom
    • Task: Laws and Customs
    • Task: Little Mouse
    • Task: Local Cuisine
    • Task: Lost Brother
    • Task: Messages to the Nexus
    • Task: Missing Scientists
    • Task: Naming the Dead
    • Task: Nomad Shield Crafting
    • Task: Outlaw Weapon Crafting
    • Task: Outpost Supplies on Elaaden
    • Task: Outpost Supplies on Eos
    • Task: Outpost Supplies on Kadara
    • Task: Outpost Supplies on Voeld
    • Task: Past, Present, and Future
    • Task: Path of a Hero
    • Task: Pathfinder Armor Crafting
    • Task: Programming a Pathfinder
    • Task: Remnant Data Cores
    • Task: Research Center Development
    • Task: Roekaar Manifestos
    • Task: Running a Fever
    • Task: Save Dr. Okeer’s Krogan Research
    • Task: Safe Journeys
    • Task: Searching for Morga
    • Task: Subjugation
    • Task: Supply Loss and Recovery
    • Task: Test Subject
    • Task: The Angaran Initiative
    • Task: The Ghost of Promise
    • Task: The Model of the Spheres
    • Task: The Nexus Exchange
    • Task: The Witnesses
    • Task: Traitor or Victim?
    • Task: Turian Salvage
    • Task: Unearthed
    • Task: Volatile
    • Task: Waking Up to the Future
    • Task: Watchers
    • Task: What He Would Have Wanted
    • The Baryte Rush
    • The Charlatan’s Charlatan
    • The Collective Base
    • The Firefighters
    • The Flophouse
    • The Little Things That Matter
    • The Lost Scout
    • The Lost Song
    • The Mind of an Exile
    • The Rebel
    • The Remnant Tiller
    • The Search for Ljeta
    • The Secret Project
    • The Vanished
    • The Vesaal
    • The Visitor
    • Trading Favors
    • Truth and Trespass
    • Turian Ark: Lost But Not Forgotten
    • Turian Ark: Not Dead Yet
    • Uncovering the Past
    • Vetra Nyx: A Moment Planetside
    • Vetra Nyx: Means and Ends
    • Water Supply
    • White Death
  • Achievements
    • Achievements and Trophies
  • Relationship Guide
    • Romance Options
    • Cora Harper
    • Peebee
    • Vetra
    • Liam
    • Jaal
    • Gil
    • Suvi
    • Avela
    • Reyes Vidal
    • Keri
  • Priority Ops
    • Starting the Game
    • Prologue: Hyperion
    • Mission 1: Planetside
    • Mission 2: A Better Beginning
    • Mission 3: A Trail of Hope
    • Mission 4: Hunting the Archon
    • Mission 5: The Journey to Meridian
    • Mission 6: Meridian–The Way Home
    • Summary of Key Choices
  • Exploring the Heleus Cluster
    • The Heleus Cluster
    • Heleus Cluster Navigation Tables
    • UNC Maps
      • Eos
      • Voeld
      • Kadara
      • Elaaden

Mass Effect: Andromeda Collector's Edition Guide › Developer Interviews and Concept Art

John Ebenger (Cinematic Designer)

John Ebenger Senior Cinematic Designer

FAVORITE ALL-TIME GAME?

The original X-COM. I go back and play it every few years. I have yet to beat Terror of the Deep, though. That game’s a brutal grind, and I usually get distracted halfway through a campaign.

FAVORITE BOOK?

A Soldier of the Great War by Mark Halprin. It’s a beautiful tale about a specific life. Just well-done from start to finish.

FAVORITE BAND?

Weezer when they made The Blue Album/Pinkerton. Now, not so much.

SECRET?

Every game I ship, I try to include one “unconventional” death. Not because I’m sociopathic. Because it’s art! *shifty eyes*

Spoilers

Dragon Age: Origins: Brother Genitivi takes a throwing knife to the skull.

Mass Effect 2: Didn’t get any death scenes, so I spent an inordinate amount of time on Mordin’s song.

Dragon Age 2: Ketojan self-immolates.

Mass Effect 3: Shepard shoots Mordin, and I make you watch him crawl. Because you’re a bad person. And yes, you did shoot him with the Carnifex he gave you as a present in Mass Effect 2. Because you’re a bad person.

Dragon Age: Inquisition: One of the final Sentinels at the Well of Sorrows is drowned in a shallow stream.

Mass Effect: Andromeda: Kallo’s fake death during Movie Night.

HOW DID YOU FIRST BECOME INTERESTED IN A CAREER IN VIDEO GAMES?

I’ve always been a huge gamer, but didn’t really consider making games a possibility when I was young. After graduating university, my brother and I made a Machinima video called “The Brothers Tauren” using World ofWarcraft as an exercise. They were fun, so we made a few more. Within a year, we had jobs here at BioWare.

HOW LONG HAVE YOU BEEN ON THE TEAM?

I’ve been at BioWare for 10 years and on Mass Effect: Andromeda for more than four years, including a hiatus to work on Dragon Age: Inquisition.

GIVE THE READER AN IDEA ABOUT YOUR DAY-TO-DAY TASKS.

My job is basically a combination of a director and cinematographer on a movie. In the early stage of a project, I work with the writers to shape the cinematics of the game, plan how we’ll address each story beat, and discuss how complex certain scenes will be. I also design tools and systems to implement those scenes as quickly as possible. We have to knock out 30 to 40 hours of branching cinematics per game, so we have to work very efficiently.

During implementation, I set up blocking for the characters, animate cameras, direct performance capture, and put those performances into the game engine. When a scene doesn’t have performance capture, I cut together animations from our library to create a performance for the characters.

WHAT WAS YOUR FAVORITE ASPECT ABOUT THE PROJECT?

Using performance capture in a BioWare game for the first time was hugely ambitious. That’s no easy thing with branching scenes, especially for the sheer number of scenes we wanted to create without using our traditional methods. It was a gigantic and challenging undertaking, but it was also exciting.

WHAT WAS YOUR TRICKIEST TASK AND HOW DID YOU SOLVE IT?

Movie Night was something the Tempest team and I really wanted to do—getting all the in-game crew together for a scene where they can relax, goof around a bit, and interact with each other. The trickiest part was knowing that we had 10 characters, and I could capture only five actors at once while shooting the performance capture. There are 10 characters in the scene, so every segment had to be shot twice to capture them all. I had to be methodical with my staging on/around the couch, including which actors played which characters and who could touch and react to each other realistically on the shooting floor. For example, Peebee and Kallo leaning on each other. Once I’d mapped out their positions/actor combinations, Jo Berry (the writer for the scene) and I sat down and brainstormed what kind of interactions those characters could have, then she wrote the script. The performance capture shoot was challenging, but we got it all. Then I had to brute-force the syncing of the dialogue and reactions when the characters react to the same cue, even though they were shot in different takes. I’m very proud of how it turned out.

MASS EFFECT: ANDROMEDA IS A STORY ABOUT EXPLORATION. WHAT WERE THE CHALLENGES IN TELLING THIS STORY?

Real exploration includes vast swaths of time that are mind-numbingly boring. Especially space exploration. Yes, landing on Mars for the first time would be thrilling. Then you realize that it’s mostly dust and rocks. A little ice at the poles. For a specific subset of people, that would continue to be thrilling for months, but most of us would quickly get bored of the majority of planets we’d land on. So we have to keep it as exciting as possible while still maintaining that sense of the new and the unexplored. It’s a balancing act.

HOW DO YOU WEAVE THE NARRATIVE OF A GAME THAT IS LARGELY OPEN TO PLAYER DECISIONS?

Painfully. Branching narrative means branching cinematics and I cannot understate the amount of work that requires. We do it gladly—that’s the entire point, after all—but there are times when we decide to go big on a choice knowing that means we have to go small on another to keep the project in scope.

HOW DO YOU MAXIMIZE CHARACTER DEVELOPMENT AND STILL GIVE THE PLAYER AGENCY IN THE STORY?

We pick our moments very carefully. For me, as a director on a scene-by-scene basis, the most effective way is to focus on the NPCs. I know exactly what they want and how they’re going to react to the player character, so I put a lot of work into their emotions and reactions. If that works as intended, the player will feel the emotions that Ryder would. There’s nothing worse for the player than tearfully making the choice to kill an NPC, then I cut back to their avatar grinning like a maniac. So again, it’s a balancing act—how much character development can the protagonist have before we’re shoehorning the player into a place they don’t want to be? Your avatar feels this emotion, no matter what you wanted them to feel. That’s a bad place to be, so we’re constantly walking that fine line.

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