Prima Games eGuides Mass Effect: Andromeda Collector's Edition eGuide

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

Alec Antrim (Chief Architect)

Alec Antrim Chief Architect

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

When I was young, my parents bought a Commodore 64 and a collection of Compute!’s Gazette magazines that contained code you could use to make a game. Modifying the rules and gameplay of those games led me to eventually write my own from scratch. That got me hooked me on game development.

HOW LONG HAVE YOU BEEN ON THE TEAM?

I worked for five years on Mass Effect: Andromeda. I joined Electronic Arts in 2006 after getting my computer science degree. In 2011, the opportunity to join the Mass Effect team came my way. I packed up my family and traded sweltering Florida heat for insane Edmonton cold. I prefer the cold.

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

My role involves a lot of firefighting, which keeps things interesting. Some days I write code, other days I support our artists or designers. I also work on long-term plans for larger features and projects. It really depends on what the current game needs at a given time. I love getting to touch a lot of different areas throughout development.

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

“Trickiest” is difficult, as it always seems that the most recent problem fits that description. I think the trickiest problem was maintaining the appropriate level of focus on the right tasks throughout the years of development.

With so many new ideas to try on this title, we could spend a lifetime investigating them and still never get to everything. Working with the other departments to make sure we remained focused on delivering the team’s vision was one of the biggest challenges we faced. I don’t think that’s a problem you ever truly solve, but ensuring we maintained open communication between all disciplines was key to moving forward together.

WHAT ARE YOU MOST PROUD OF CONCERNING THE GAME?

The team set out to deliver a completely new experience that still felt like Mass Effect. We wanted something that felt familiar to our current fans, but was still accessible to newcomers. There were many challenges, but everyone did a remarkable job striking the right balance between tradition and innovation.

WHAT KEY DECISIONS WERE MADE TO REINFORCE AND ACCOMPLISH THOSE GOALS?

Using the Frostbite engine allowed us to support the scale and quality of our sprawling and visually stunning alien planets. Using performance capture for full motion and facial expressions allowed us to bring the characters to life in a more believable and nuanced way than ever before.

FAVORITE ALL-TIME GAME?

Video Game: Fallout.
Board Game: Agricola.
Pen & Paper: Dungeons and Dragons, 2nd ed.

FAVORITE BAND?

Skinny Puppy

BIGGEST HOBBY?

Honestly, outside of gaming, I have a hard time focusing on any hobby for more than a few months. Recently, painting Warhammer minis has consumed most of my non-gaming time.