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You already know thus significantly in relation to this matter, made me personally believe it from. PhysX System Software 9.12.1031: 25.49 MiB: Shared Install Depot from 228980: 1238021: Mass Effect 3 - Content: 14.19 GiB: 1238022: Mass Effect 3 - en_US. DVR storage space, & 6 accounts for your home all in one great price. When I try to start ME2, it says "Failed to initialize the physics system. Estado, Nome e Comentrios. Removes as much Kai Leng as possible from Mass Effect 3. Story; By Scottina123; 41.8MB; 10 - View mod page; View image gallery; Andromeda Inspired FemShep Complexion (ME3) A default FemShep face texture replacement inspired by Mass Effect Andromeda.

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Mass Effect 3 PhysX error - Answer HQ - EA Answers HQ

Physx system software mass effect 3 patch. Update for physx system software mass effect 3. There are several reasons for this dynamic: First, new technologies are emerging, as a result, the equipment is being improved and that, in turn, requires software changes. Venerdi 07 Ottobre 2020 NVidia ha rilasciato il SDK 3.1 di PhysX, download a partire da questa pagina del PhysX Developer Support. Mortal kombat 9 patch 1.01. Tdu mega pack crack. Software Sites Software Capsules Compilation Tucows Software Library CD-ROM Images Shareware CD-ROMs ZX Spectrum DOOM Level CD. Featured image All images latest This Just In Flickr Commons Occupy Wall Street Flickr Cover Art USGS Maps.

Sacred 2: Fallen Angel - All News

Ammyy Admin Ammyy Admin - Free Remote Desktop Sharing; Microsoft Project. Tuneup utilities 2020 serial crack keygen. It'll run the game, but you'll have to cut back all the effects to minimum and reduce the resolution to get a steady, playable frame rate. Mobber hack metin2 pl behind the whistle. Kms activator office 2020 torrent. It started after I installed Mass Effect 3, so I dunno if that had anything to do with it or not.

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Physx Driver Error Mass Effect 2 Origin Download

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JOYBOOK S32/S32W/S32B WLAN ATHEROS DRIVER

Autodesk maya 2020 cracked. Using only my 970: Average: 72.0 Maximum: 100.9 Using my 970 and the 660 for physx (NOT activating the checkmark for dedicating the card to physx in NV control panel): Average: 121.8 Maximum: 186.2 Using my 970 and the 660 for physx (With activating the checkmark for dedicating the card to physx in NV control panel): Average: 133.3 Maximum: 187.2 As I couldn't find any clear info on using the. Sat-planet key finder 1.4. Release Highlights: Includes the latest PhysX runtime builds to support all released PhysX content. Steinbergs cubase 7 cracked full mdac. Mf3010 scanner drivers.

PhysX System Software 9.04.08 Releas

Mass Effect 2 FULL * Games4theworld * 4441 MB Download. I went to the PhysX site and installed what was apparently not the latest PhysX software, so does anybody know where to find it, or whatever else might be going on? The Linux build has been changed to produce static as opposed to shared libraries. Head over to Nvidia's official driver downloads website, and fill out the fields there to download the driver for your video card and operating system. Chroisen 2 hack tool apk er.

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Thedelouslae's articles tagged "free"

Update the version physx system software. Okay, LighthouseParty, here's the info you requested: 1. Mini Toolbox Results MiniToolBox by Farbar Version: 30-11-2020 Ran by ShoHashi (administrator) on 18-12-2020 at 12: 52: 42. Solved: I recently purchased Mass Effect 3 and it won't even load. I could install all but the PhysX System Software 9.12.1031 driver. 3d driving school 5 crack https://okalinka.ru/forum/?download=3741. Posts: 92 Re: MASS effect 2 GPU physx.

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Free physX error message in Mass Effect 3 - TechArena Community

PhysX is a scalable multi-platform game physics solution supporting a wide range of devices, from smartphones to high-end multicore CPUs and GPUs. This update will be auto-downloaded from Steam, and you can view its complete. Top NASA Images Solar System Collection Ames Research Center. As a side effect it fixed the dreaded mass effect physx bug I had, the one. Mass Effect 3 Steam charts, data, update history. Some games actually need the PhysX software installed, and won't run without it using an AMD card, which uses the CPU in any case unless you hack it for Hybrid like above.

[Troubleshooting] (updated) GPU Memory Leak? Almost time predictable FPS drop and GPU load spikes.

Troubleshooting Help:

Type Item
CPU Intel Boxed Core I5-6500
CPU Cooler Intel Stock
Motherboard ASUS ROG MAXIMUS VIII HERO LGA1151 DDR4 M.2 SATA 6Gb/s USB 3.1 Type A Type C Intel Z170 ATX Motherboard
Memory Crucial 16GB Kit DDR4 2133
Power Supply EVGA 210-GQ-0850-V1 850 GQ 80+ GOLD, 850W
Graphics Card EVGA GeForce GTX 760 SC 4GB (x2 SLI enabled)
Operating System Windows 10
Describe your problem. List any error messages and symptoms. Be descriptive.
This is a new computer, but the graphics cards are from my last build. It isn't impossible that they are the problem, but I'm not in a great position to diagnose if or why it would be the hardware.
The Problem:
If I play some games then after about 40 minutes or so my FPS will go down, slowly at first but rapidly moving to a standstill after. It varies a bit with the game. The problem causes heatup (maybe even would cause overheating) but the heat is a symptom. If I let the GPUs cool down by quitting the game(waited over an hour to make sure), then start it again the FPS will be sluggish, and rapidly return to a crawl or near freeze while the heat rises once more. If I restart the computer it fixes this problem.
At first this was only some games, usually newer ones. Fallout 4, Rocket League, anything else using unreal engine 4 or newer including the editor if used long enough. For the most part old games (Mass Effect 1/2) and various Blizzard games even on high didn't cause any problems. Usually when the FPS tanks I'd quit out, sometimes the lower GPU (didn't matter which one, just whichever was GPU2 at the time) would be running under heavy load, while GPU1 would be running as normal. Problem may have changed a bit in that I had Heroes of the Storm cause a BSOD(could be unrelated but listing it anyway). The crash coming from dxgmms2.sys implying it is one of a number of things if related, and leading me back to some kind of issue tied to the graphics card(s).
List anything you've done in attempt to diagnose or fix the problem.
Switched Which GPU was in Which Slot.
Disabled SLI
Reinstalled Windows completely (GPUs both were from my last build, it was running windows 10 then, would like to avoid downgrading if possible) Flipped the energy saving mode switch on PSU, didn't seem like any noticeable change between settings.
Reinstalled Nvidia Drivers, tried 3 of the 5 most recent drivers, skipping the middle two.
Watched Temperature and Load (If two GPUs running in SLI then the lower one always warms up, even if PhysX is set to CPU... if SLI is disabled in Nvidia control panel then GPU1 (upper) starts to warm up ). Temp usually holds around 60C when the issue starts and games become unplayable, aside from today's BSOD crash.
Post relevant photos of build/parts here.
http://i.imgur.com/b5IR5WD.jpg (Will provide more pictures or ones of monitor software reports if needed / requested)
Provide any additional details you wish below.
Again, aside from the 2 Nvidia cards this is a new build. I've reset the bios to standard, and temperatures and the load for the CPU seem to come after the GPU load spikes, but it is somewhat hard to tell given all the symptoms happen roughly at once.
submitted by hexanaticious to buildapc

6

What the people who made Star Wars: Knights of the Old Republic are up to now

Today I'll be looking at the 2003 game Star Wars: Knights of the Old Republic. I'm using the PC credits, which are slightly different than the Xbox credits. I'll be breaking this up into people who still work at Bioware and people who are elsewhere. At the bottom I’ll leave a few things I found interesting while doing this research. Again, this is not everyone who worked on the game. I left out some of the more administrative roles at Bioware and didn’t look at the the other companies or the voice actors who worked on the game.
With that said, let’s jump in.

At Bioware

Dean Andersen worked as a 3D artist for the game. Andersen did additional art for Jade Empire before becoming art director for Dragon Age. He next worked as assistant director of art and animation for Dragon Age Awakening, Dragon Age 2 and Mass Effect 2. In 2010 Andersen became director of creative development at Bioware and worked on Mass Effect 3 and Inquisition. Andersen is currently creative manager of Bioware’s Montreal studio.
Alain Baxter worked in quality assurance for the game. Baxter became the QA lead for Jade Empire and did additional production for Mass Effect. Baxter was part of the core design team for Dragon Age and was one of the project managers. Baxter was project development director of Dragon Age 2, a project manager for Mass Effect 3: Citadel and most most recently was a development director for Inquisition.
Owen Borstad worked as a tools programmer for the game. Borstad worked as the programming lead for the PC version of Mass Effect and was the lead programmer for some of the DLC for Dragon Age. Borstad last worked as a multiplayer and online programmer for Inquisition. He seems to still be at Bioware.
Patrick Chan worked as a graphics programmer for the game. Chan was the lead graphics programmer for Jade Empire and worked as a programmer for Dragon Age (Graphics), The Old Republic (Gameplay) and Inquisition (Platform).
David Falkner worked as one of the lead programmers and was part of the core design team. Falkner was last lead programmer on Mass Effect 3 and did additional programming for Inquisition. He seems to be working on the new Bioware IP.
Dan Fessenden worked as a programmer for the game. Fessenden last worked as a technical designer for Andromeda.
Aaryn Flynn worked as a programmer for the game. Flynn became director of programming at Bioware before becoming general manager of Bioware Edmonton in 2009. In 2015 Flynn became general manger for all of Bioware.
Nathan Frederick worked in quality assurance. Frederick is currently QA lead at Bioware, and has worked on Jade Empire, Mass Effect 1 + 2 and the Dragon Age series.
Derek French worked as live team producer. French has worked as a producer and in studio operations. Most recently French worked in developer-publishing support for Andromeda.
Steven Gilmour worked as the lead animator and was part of the core design team. Gilmour has continued to work as the lead animator for Bioware games and is currently working on the new Bioware IP.
Matthew Goldman worked making additional art for the game. Goldman worked as art director before leaving at the end of 2005 to work at Ensemble Games on Halo Wars. Goldman returned to Bioware in 2009 and worked as a senior artist on Dragon Age and art director on 2 and Inquisition.
Keith Hayward worked in quality assurance. Hayward also worked in QA for Jade Empire, and was a technical or level designer for Mass Effect series and Inquisition.
Brenon Holmes worked as an additional programmer. Holmes continued to program for Bioware and starting in 2010 became a designer. Holmes worked on Dragon Age and Inquisition, the Mass Effect series and Jade Empire. Sometime before 2010 Holmes worked on an unreleased project that he researched “complex fluid movement and player world interaction” animations for. Holmes is currently working as lead technical designer on a new Bioware IP.
Scott Horner worked in quality assurance. Horner has worked in QA for Jade Empire, Mass Effect 2-Andromeda and Dragon Age 2 + Inquisition. Horner also worked as an additional designer for Mass Effect and as a systems designer for Dragon Age.
Ryan Hoyle worked as a programmer for the game. Hoyle seems to still be at Bioware, and last worked as an additional programmer for Andromeda. Hoyle also provided voices for the games Apotheon and Seduce Me.
Drew Karpyshyn worked as the senior writer, was one of the manual writers, and was part of the core design team. Karpyshyn worked as lead writer for Mass Effect and was one of the lead writers for Mass Effect 2, along with serving as a writer for Jade Empire and The Old Republic. Karpyshyn wrote multiple novels in the Forgotten Realms, Star Wars and Mass Effect universes before leaving Bioware in 2012 to work on the Chaos Bound trilogy of books. He returned to Bioware in 2015.
Lukas (or Luke) Kristjanson worked as a designer for the game. Kristjanson was a lead writer on Jade Empire and has written for Mass Effect series and Dragon Age series.
Cori May worked as a designer for the game. May was a technical designer for Dragon Age and Jade Empire, a level designer for Dragon Age 2 and an editor for Mass Effect 3, Andromeda and Inquisition.
Don Moar worked as Bioware’s lead tool developer. Moar managed the internal pipeline for Bioware from 1999 to 2005. He next worked on the AI, combat and vehicles systems for Mass Effect and the PC and online systems for Mass Effect 2. Moar went into the aerospace industry and worked at CAE Flightscape from 2014 to 2016. In 2016 Moar returned to Bioware, and last worked on Andromeda as a digital acting programmer.
James Ohlen worked as the lead designer, was one of the manual writers, and was part of the core design team. Ohlen worked as the game director the The Old Republic and currently works as design director at Bioware. He was also director for the canceled game Shadow Realms.
Brad Prince worked as a designer for the game. Prince worked as lead cinematics design for Jade Empire and Mass Effect before becoming lead world designer for The Old Republic. Prince worked as a level designer on Andromeda.
John Santos worked as an in-game animator. Santos continued to work as an animator for Jade Empire, the Dragon Age series (Santos was lead in-game animator for 1) and most recently Andromeda.
Alex Scott worked as the 3D visual effects artist for the game. Scott would next work on Jade Empire as the visual effects lead before leaving Bioware in 2006 to work at Ensemble on Halo Wars. Scott returned to Bioware in 2009, and has worked on Dragon Age 2 and Inquisition.
Tim Smith worked as a tools programmer for the game. Smith worked as the tools architect for Dragon Age and as a server programmer for The Old Republic. Smith last worked on Inquisition as a principle platform programmer.
Rion Swanson worked as a 2D artist. Swanson worked as a character artist for the Mass Effect series and is currently working on the new Bioware IP.
Sydney Tang worked as a tools programmer for the game. Tang worked as a tools programmer for Jade Empire and Dragon Age 1 + 2. Tang worked as a telemetry programmer for The Old Republic and last worked as a multiplayer and online programmer for Inquisition.
Peter Thomas worked as a designer for the game. Thomas next wrote for Jade Empire, was lead designer on Neverwinter Nights: Infinite Dungeons, technical designer on Mass Effect, lead gameplay designer on Dragon Age 2,and most recently was senior gameplay designer for Inquisition. He seems to still be working at Bioware.
Janice Thoms worked as a programmer for the game. Thoms programmed for Mass Effect and worked on the initial technology for Dragon Age before becoming one of the lead programmers for Mass Effect 2. Thoms worked doing additional technical direction for Mass Effect 3 and in late 2012 became director of programming at Bioware.
Michael Trottier worked as a 3D artist. Trottier last worked as a lead environmental artist on Mass Effect 3 and seems to still be at Bioware.
Jay Watamaniuk worked as community manager. Watamaniuk moved into writing in 2009 and has written for the Mass Effect series since 2.
Preston Watamaniuk worked as the assistant lead designer and was part of the core design team. Watamaniuk was lead designer for Mass Effect 1-3 and worked as a lead designer for Andromeda early in development. He currently seems to be working on the new Bioware IP.
Derek Watts worked as art director, made concept art for the game and was part of the core design team. Watts was art director for Mass Effect 1-3 and contributed additional art to Andromeda. It seems like Watts is working on the new Bioware IP, but I can't find any hard confirmation.
Darren Wong worked as one of the lead tools programmer. Wong worked as one of the user interface developers for Andromeda before moving over to work on an unannounced project in April 2016.
Peter Woytiuk worked as a graphics programmer. Woytiuk worked as a graphics programmer for Dragon Age and Inquisition, a programmer of Mass Effect 2 and 3 and did additional programming for Jade Empire and Mass Effect.
Thomas Zaplachinski worked as one of the lead tools programmer. Zaplachinski is currently senior software engineer at Bioware and last worked as one of the digital acting programmers for Mass Effect: Andromeda.

Elsewhere

Marc Audy worked as one of the programmers. Audy worked as a programmer for Mass Effect and was a technical director for The Old Republic. In 2012 he left Bioware and joined Epic Games, where he is senior programmer.
Robert Babiak worked as one of the programmer. He worked on Mass Effect before leaving Bioware in 2007. He worked as a programmer for CCPGames for 4 years before leaving at the end of 2011. He then worked at Petroglyph Games for 6 months. He is currently senior application developer at Concordia University of Edmonton.
Brook Bakay worked as an additional programmer. Bakay was the lead programmer and part of the core design team for Sonic Chronicles and worked on the localization of the game for Japan. Bakay led development of a canceled DS game and led design of early Mass Effect 3 multiplayer. He left Bioware at the end of 2010 and worked for 6 months at Ubisoft as an associate producer for Rainbow Six. He then spent 4 months at Sava Transmedia and mkodo as a manager and director for the companies. After 6 months off Bakay returned to programming at Funcom before his death in 2014.
Korin Bampton worked as an additional programmer. Bampton left Bioware in 2002 to work at Codebaby. Since leaving Bampton has worked for the city of Edmonton, Telus, Investopedia, Flint Energy Services, NAIT and Alberta Blue Cross. Bampton is currently project manager for the platform team at Investopedia.
John Bible worked as a graphics programmer for the game. Bible worked on the initial technologies for Dragon Age before working as a sub-lead client programmer for the Old Republic. Bible left Bioware in 2012 and spent over a year as a novelist, before joining Ubisoft Singapore. Bible is currently working on an unannounced project with Ubisoft.
Jason Booth worked as a designer for the game. Booth would later work on Jade Empire, Mass Effect 1 and part of 2 before leaving in 2009. He also spent a year at Bioware working on a proof-of-concept demo for a game with “robust movement” in 2008. After leaving BIoware he worked on Lord of the Rings: War in the North and Guardians of Middle-Earth before becoming an iOS developer in 2012. He currently works for Big Fish.
Rob Boyd worked as an additional programmer. Boyd continued to program for Bioware and last worked on the initial technologies for Dragon Age. After that I’m unable to find any information about Boyd. There’s another person with the last name Boyd at Bioware and even another Robert Boyd in the games industry, but I have no idea what Rob Boyd is doing now.
Mark Brockington worked as one of the lead programmers for the game. Brockington worked on the PC conversion of the game. Brockington later led programming on the Eclipse Engine, which was used for Dragon Age. He worked on Dragon Age 1 and 2, Sonic Chronicles and a cancelled DS game before leaving Bioware at the end of 2010. He then worked researching AI techniques for a year before joining Gamesys as technical lead. He currently works at Beamdog as a programmer. He also is a Pokemon TCG judge and organizer.
David Chan worked as audio producer and sound implementation/additional sound design for the game. Chan left Bioware in 2004 and starting the audio company Giant Sandbox Productions. Chan has worked on games including Mass Effect and Uncharted 4: A Thief's End. Chen has worked at a few different studios, the two longest being a little under 3 years where he worked as audio director at Hinterland Studio (The Long Dark) and 3 years at 3D Interactive Inc, where he worked with companies including the U.S. Army. Chen is also co-chair of the Game Audio Network Guild.
Sophia Chan (now Sophia Lamar) worked as a programmer for the game. Lamar did additional programming for Jade Empire, worked on initial technology for Dragon Age and was an audio programmer for Mass Effect before leaving Bioware in in 2007. She then worked for 3 years at Propaganda Games on the canceled Pirates of the Caribbean: Armada of the Damned and is currently working at Alpha Dog Games. She is also a Taiko drummer and has played professionally.
Carman Cheung worked as an in-game animator and in-game cutscene animator. Cheung worked on Jade Empire and Dragon Age before leaving in 2005 and joining Blizzard. Cheung is currently a senior animator at Blizzard, where she has worked on World of Warcraft and contributed to Overwatch.
Howard Chung worked as a programmer for the game. Chung left Bioware in 2004 (he is credited for additional programming of Mass Effect). Chung worked as a programmer for search technologies for a few years before working as a research assistant at the University of Alberta in 2008. He next worked as a software engineer at InTouch Health until 2014. I'm unable to find information about Chung afterwards.
Derrick Collins worked in quality assurance. Collins continued to work on QA for Jade Empire and Mass Effect, but after that I’m unable to trace Collins.
Teresa Cotesta worked as communications coordinator. Cotesta became PR lead for Jade Empire and was assistant external resources producer for Mass Effect, but after that I’m unable to find any information about Cotesta.
Nolan Cunningham worked as a 3D artist for the game. Cunningham worked as an artist for Jade Empire and Mass Effect before leaving Bioware in 2007 to work at Pandemic. After working as an artist of the Saboteur Cunningham returned to Bioware where they worked on Mass Effect 2 + 3 and Inquisition. In 2015 Cunningham left Bioware and since has been working freelance. In 2016 Cunningham joined Infectious Ape as principal artist.
Phillip DeRosa worked as the director of quality assurance. DeRosa worked on Jade Empire, Mass Effect and Dragon Age before leaving in 2007. After leaving DeRosa worked as a producer on the game Wet for before as QA Manager for Propaganda Games, Electronic Arts and Ubisoft. DeRosa currently works as senior production manager at Playtika.
Michael Devine worked as a programmer for the game. Devine continued to work as a programmer until Mass Effect 2. After that I'm unable to trace what Devine did.
Harvey Fong worked as a technical artist for the game. Fong was the lead technical artist on Jade Empire, worked on additional art and animation for Dragon Age 2 and was principal technical artist for Darkspore. Fong left Bioware in 2011 and most recently seems to be building robots.
Mitchell Fujino worked in quality assurance. Fujino continued to work in QA on Jade Empire, Sonic Chronicles, Dragon Age and Mass Effect 1-3 before leaving Bioware in 2011. Fujino next joined Ubisoft, where he has been a game designer on The Mighty Quest for Epic Loot, Assassin’s Creed Syndicate and Eagle Flight.
David Gaider worked as a designer for the game. He became a writer for Bioware in 2007 and was lead writer for the Dragon Age series. He left Bioware in 2016 and currently works at Beamdog.
John Gallagher worked as a concept artist and was director of concept art at Bioware. Gallagher left in 2005 (he is credited for Jade Empire and Dragon Age). Gallagher became an illustrator for television and movies and has worked on Supergirl, Flash, The Man in the High Castle and more.
Andrew Gardner worked as a programmer for the game. Gardner left Bioware at the end of 2010. Afterwards, Gardner worked as a contract senior programmer on Battle Academy 2: Eastern Front. He now works as an indie dev working at Minimum Hippopotamus.
Ross Gardner worked as a programmer for the game. Gardner was lead programmer for Dragon Age and was the initial technical director for Dragon Age 2. Gardner worked as a producer of The Old Republic before leaving Bioware in 2013. Gardner then worked at n-Space until shortly before it closed in 2016 and since then has been software development manager at Amazon.
Scott Greig worked as Bioware’s director of programming. Greig was the original project director for Dragon Age, but left at the start of 2009. In 2013 he began working as a senior programmer at Willowglen Systems.
Todd Grenier worked as a promotional artist for the game. Grenier had the same role on Jade Empire and Mass Effect before leaving Bioware in 2006. He then worked as a senior artist at Deep Fried Entertainment for 2 years before joining Capcom Vancouver in 2008. Grenier still works at Capcom and last worked on on the Dead Rising series.
Brad Grier worked as communications manager. Grier worked as a digital strategist until 2016 and currently works as a learning facilitator at the University of Alberta.
Michael Grills worked as a 3D artist. Grills left Bioware in 2005 and started working at Union Illustration as principal illustrator. Grills has also worked at Ph03nix New Media, ICOM Productions, Empire Avenue, Emerge Learning Corp and currently works at Mid-Sun Community Association. Starting last year, Grills started teaching at University of Calgary Continuing Education.
Chris Hale worked as an in-game animator. Hale worked as an animator for Jade Empire, Mass Effect and Dragon Age before leaving Bioware in 2007. Hale worked as an animator for Red 5 on Firefall then joined NCsoft where he worked on Wildstar. In 2015 Hale joined Blizzard, where he is a senior animator on World of Warcraft.
John Henke worked doing sound implementation/additional sound design for the game. Henke worked doing additional sound design for Jade Empire, but after that I’m unable to trace Henke.
David Hibbeln worked as cutscene directoBioware director of art. Hibbeln worked on Jade Empire, Mass Effect and Dragon Age before leaving Bioware in 2007. Hibbeln currently works in freelance and consulting.
Mark How worked as an in-game animator and in-game cutscene animator. How worked as an animator for Jade Empire and Mass Effect before becoming lead animator for The Old Republic. How became art director for the game before working as an animation director on an unannounced game at Bioware Austin (most likely Shadow Realms). How joined EA mobile for a year before joining QC Games (which was formed by former Shadow Realms devs) as a lead animator.
Casey Hudson worked as the project director, made concept art for the game and was part of the core design team. Hudson worked as the project director for Mass Effect 1-3 before leaving in 2014. In 2015 he joined Microsoft Studios, where he currently works as creative director for HoloLens and Windows Experience
Lindsay Jorgensen worked as a 3D artist. Jorgensen left Bioware in 2005 and in 2007 started working at Radical Entertainment for ~2.5 years. He next worked for almost 4 years at Big Fish Games, spent 4 months at Hothead Games and currently works as an artist at Radial Games.
Sung Kim worked as a 2D artist. Kim worked as a concept artist for Mass Effect 1 + 2 and Dragon Age 1 + 2. In 2010 Kim left Bioware and joined Capcom Vancouver, where Kim work as as a senior concept artist.
Curtis Knecht worked in quality assurance. Knecht worked on Jade Empire and Mass Effect, but after that I’m unable to find any additional information.
Jason Knipe worked as the lead graphics programmer for the game. Knipe continued to work as a programmer for Jade Empire, Dragon Age Origins and Inquisition and The Old Republic. Knipe left Bioware in 2013 and the following year joined Beamdog as graphics programmer.
Scott Langevin worked as quality assurance lead for the game. He continued to work in QA and was the lead designer for space combat in The Old Republic. In 2012 he left Bioware and later worked at Hungry Moose Games (Contract designer), CodeHatch Corp (Gameplay Designer) and Industrial Evolution (QA Manager). He currently works at Onlea (a non-profit company making digital learning classes) as director of client productions.
Mike Leonard worked as a 2D artist. Leonard worked on Jade Empire before leaving Bioware in 2004. Leonard joined Raven Software and worked on Wolfenstein, Wolverine and Singularity before leaving in 2009. In 2012 Leonard started working at Human Head Studios where he worked on Defiance and Lost Within. In September 2016 Leonard joined Telltale Games as a texture artist.
Rick Li worked as an in-game animator and in-game cutscene animator. Li worked on Jade Empire, Mass Effect and Dragon Age before leaving in 2009. Li joined Ubisoft where he worked on the Might & Magic and Assassin’s Creed series as an animator and animation director. In 2016 Li joined People Can Fly where he is a senior 3D animator.
Christopher Mann worked as pre-rendered cutscene artist. Mann worked on Jade Empire before leaving in 2004. Starting in 2007 Mann spent 2 years working at Gameloft, then later spent time at 3di and Hungry Moose Games. Since 2012 Mann has worked freelance. Mann also works in 3D printing.
Tobyn Manthorpe worked as a technical artist for the game. Manthorpe was a lead artist for Dragon Age and did additional art for Jade Empire before leaving Bioware in 2007. Manthorpe worked independently with companies for a few years before starting Cedar Hill Games in 2009. In 2015 Manthorpe joined Metalhead Software (Super Mega Baseball) as art director.
Jeff Marvin worked as a web developer. Marvin worked as a business analyst and web developer for Bioware until 2015. Marvin now works as a software developer at Clio.
Robin Mayne worked as senior web developer. Mayne became a development director for Mass Effect 2 + 3 before leaving Bioware in 2012. Mayne next worked as senior development director at Riot Games for almost 2 years before co-founding Phoenix Labs
Bob McCabe worked in quality assurance. McCabe worked on Jade Empire and Mass Effect before leaving Bioware in 2007. Since leaving McCabe has worked as Tilted Mill, DinoRPG, Dream Quest, KBooM! Games, Tribeca Flashpoint Media Arts Academy and Backflip Studios. McCabe is currently working as a QA engineer at MobyMax.
Scott McLaughlan worked as director of marketing. McLaughlan left Bioware and the gaming industry in 2004. McLaughlan currently work as director of Magnum Energy Services.
Stan Melax worked as an additional programmer. Melax left Bioware in 2001 and joined EA where he worked on various EA Sports games. Melax then joined Ageia (which is best known for owning PhysX before being bought by Nvidia) where he worked for 2 years. Melax joined Intel in 2008. He then worked at Oculus and Epic Games in 2014 and 2015 before returning to Intel, where he is currently a senior software engineer.
Jessica Mih worked as a 3D artist for the game. Mih worked at Bioware until 2005, then worked a year as a financial advisor. Afterwards, Mih worked as a graphics artist at Canadian Graphics West, a cinematic artist at Rainmaker Entertainment, as an art instructor, as an art director at MacroWell OMG Digital Entertainment, lead artist at Keystone Games and Auer Media & Entertainment and currently is art lead at Party House.
Raymond Muzyka worked as one of the executive producers of the game and was co-founder and co-CEO of Bioware. He left Bioware in October 2012. After leaving he formed ThresholdImpact which invests in disruptive information technology, new media and medical innovations (The three founders of Bioware were doctors). Muzyka is also a member of several boards and committees including University of Alberta Venture Mentoring Service, Alberta Premier's Council on the Economy and the University of Alberta Board of Governors. He was also formerly director and co-chairman at Codebaby.
Andrew Nobbs worked as a designer for the game. Nobbs worked doing additional quality assurance for Jade Empire, but after that I’m unable to track what they did.
Tom Ohle worked as communications associate for the game. Ohle left Bioware in 2005 and started Evolve PR. Since leaving Ohle has worked for games including The Witcher 1 + 2, We Happy Few and SOMA.
Matthew Park worked as a 3D artist. Park left Bioware in 2005 and worked at EA on sports games for 2 years. Park then joined Propaganda Games and worked on Turok (and the canceled sequel) as lead character artist. After a year working at Anthem VFX, Park joined Pixar Canada in 2010 for 3 years. Park next worked at at Bron Studios for 3 years as head of rigging and is currently DHX Media’s studio rigging supervisor.
Ryan Plamondon worked in quality assurance. Plamondon worked on Jade Empire, but after that I’m unable to find any additional information.
Nathan Plewes worked as assistant producer for the game. Plewes worked as a producer for the Mass Effect series and left Bioware in 2013. Since leaving he has worked as an electrician.
Chris Priestly worked in quality assurance. Priestly later became part of the community team for the Mass Effect and Dragon Age series until Priestly left in 2013. Priestly then worked as community manager for the companies AtomicTorch, Sportmafia and most recently CD Projekt Red (where he worked from 2014-2015).
Arun Ram-Mohan worked as a 3D artist. Ram-Mohan left Bioware in 2004 and joined Blue Sky Studios, where he worked until 2006. Next Ram-Mohan joined Weta Digital for 2 years, worked at Sony Pictures Imageworks, returned to Blue Sky, returned to Sony, and then returned to Weta, where he currently works as senior lighting technical director. Ram-Mohan has worked on films including Guardians of the Galaxy Vol. 2, Avatar and The Hobbit. Ram-Mohan is also working as a volunteer at Nightwheel Pictures.
Charles Randall worked as an additional programmer. Randall left in 2001 and then worked at Digital Extremes for almost 4 years. He then joined Ubisoft where he worked on Assassin’s Creed 1 +2 and Splinter Cell: Blacklist. Randall currently works at Capybara Games.
Kees Rijnen worked as an in-game animator and in-game cutscene animator. Rijnen worked on parts of Jade Empire, Mass Effect and Dragon Age before leaving in 2006. After leaving Rijnen did art for N+ and Scrap Metal. In 2011 Rijnen started work at Autodesk working on the Stingray engine and in 2016 joined Pixar as a graphics programmer.
Sherridon Routley worked as a pre-rendered cutscene artist. Routley worked on Jade Empire and Mass Effect before leaving in 2008. Since leaving Routley has worked at Mediashaker, Sonic Gateways, Bleed Communications and Frontech Solutions. Routley currently works as a graphic artist at Amplomedia.
Michael Sass worked as a promotional artist and was director of promotional art at Bioware. Sass worked on Jade Empire and Mass Effect before leaving Bioware in 2008. Since leaving, Sass has done art for series including Magic: The Gathering, World of Warcraft/Hearthstone, D&D and Star Wars.
Aidan Scanlan worked as a designer for the game. Scanlan worked as a designer on Jade Empire (technical), Mass Effect (additional), Need for Speed ProStreet and Dragon Age 2: Mark of the Assassin (lead), Dragon Age 2 (Production) and Inquisition (assistant director of design). Scanlan is currently lead designer at EA in Montreal.
Steven Sim worked doing sound implementation/additional sound design for the game. Sim was the lead audio designer for Mass Effect and worked as an audio designer or composer for Jade Empire, Sonic Chronicles and Dragon Age. Sim left Bioware in 2009 and started up the freelance audio design company Stebsly Studios. Since leaving Bioware, Sim also shortly created a startup called Fresh Mountain Apps, worked as a creative director for Logixound Studios and is currently working as an assistant producer at HB Studios. Sim is also co-owner of a spa/cosmetics store.
Sean Smailes worked as a 3D artist and as a concept artist. Smailes worked on Jade Empire, Mass Effect and Dragon Age before leaving Bioware in 2006. Smailes worked as a senior artist at Deep Fried Entertainment, Big Sandwich Games and United Front Games in the following years. In 2012 Smailes joined Capcom Vancouver as a character artist for Dead Rising 3 for 3 years before joining gumi Canada. Currently Smailes is a character artist at Blackbird Interactive.
Mike Spalding worked as a 3D artist and as a concept artist. Spalding next worked as a senior artist for Jade Empire, lead character artist for Mass Effect and principal lead artist on an unannounced game before leaving Bioware in 2009. Spalding joined Microsoft and worked as a character artist on Kinect Adventure, Kinect Star Wars and other Xbox/HoloLens work. Spalding worked as an art director for Recore before leaving Microsoft in 2016. Spalding currently works at Keywords Studios as art lead.
Jason Spykerman worked as a 3D artist. Spykerman left Bioware in 2006 and was last credited with working on Dragon Age. Spykerman worked at Big Bad Robots, but I’m unable to find out what he is doing now.
Larry Stevens worked as an in-game animator and in-game cutscene animator. Stevens is credited with working on Need for Speed: Underground and NHL 2005, but after that I’m unable to trace any definitive information about Stevens.
Iain Stevens-Guille worked in quality assurance. Stevens-Guille worked in QA for Jade Empire, Mass Effect 1 + 2 and Dragon Age before leaving in 2010. Stevens-Guille since has worked in QA for Jesta Digital, Warner Bros. Games Montreal, Unity Technologies and LANDR Audio. He currently works as a senior QA programmer at Square Enix.
Rob Sugama worked as a 2D artist and as the 2D GUI artist. Sugama left Bioware in 2005 and joined Next Level Games as a user interface artist. Sugama joined Firaxis in 2011 under the same role.
Kris Tan (or Tan Kristopher) worked as a tools programmer for the game. Tan worked as a tools programmer for Mass Effect and as a localizing programmer for Jade Empire before leaving in 2007. He now works as a senior telecom analyst for Alberta Blue Cross.
Henrik Vasquez worked as an in-game animator and as a in-game cutscene animator. Vasquez is credited with working on Jade Empire, but after that I’m unable to find any additional information.
Tony de Waal worked as lead cutscene animator for the game. Waal worked on Jade Empire and Mass Effect 1 + 2 before leaving in 2010. Waal worked on a series of unannounced games at Electronic Arts afterwards, until in 2012 when Waal worked as cinematics director on Army of Two: The Devil's Cartel. Waal then worked for a month on a pitch for one of Ubisoft’s IPs before joining The Third Floor, Inc. Waal next worked at Digital Dimensions before joining Capcom Vancouver near the end of 2016.
Gina Welbourn worked as a pre-rendered cutscene artist. Welbourn worked on Jade Empire, Mass Effect and Dragon Age, but after that I’m unable to find any information about them.
Shane Welbourn worked as a pre-rendered cutscene artist. Welbourn worked on Jade Empire, Mass Effect (where he was lead cinematics director) and Dragon Age before leaving Bioware in 2007. Welbourn next worked at Capcom Vancouver for almost 5 years as cinematics director for Dead Rising before leaving in 2012. Afterwards, Welbourn worked freelance for a few years, working with Black Tusk Studios (now The Coalition), Next Level Games, Praxis and others. Welbourn now works doing animation for Hinterland Studio.
Craig Welburn worked as a programmer for the game. Welburn programmed for Dragon Age and Mass Effect before leaving Bioware in 2009. Welburn worked for over a year at Telus (telecommunications company) before founding Pyxwise Software in 2011. Pyxwise makes educational games for mobile.
Duleepa Wijayawardhana worked as a web developer for the game. Wijayawardhana left Bioware in 2007 and currently works as an advisor at HeyOrca and Evolve PR, managing director of AltCtrl and CTO of Farside HR Solutions.
John Winski worked as a designer for the game. Winski worked as a designer on Mass Effect and Jade Empire (technical) and Mass Effect 2 and 3 (level) before leaving in 2012. He currently teaches game programming at Northern Alberta Institute of Technology.
Stanley Woo worked in quality assurance. Woo worked on Mass Effect 2, Dragon Age 1 + 2, Jade Empire and The Old Republic before leaving Bioware in 2012. After leaving Woo has worked in improv and is part of an a cappella group that covers songs including “Paparazzi” and “Tainted Love”
Don Yakielashek worked as an additional programmer for the game. Yakielashek continued to work at Bioware, primarily on Jade Empire and Mass Effect, until 2008 when they left. In 2011 Yakielashek started working at Systems Inc.
Greg Zeschuk worked as one of the executive producers of the game and was co-founder and co-CEO of Bioware. He left Bioware in October 2012. He next worked as Chief Beer Enthusiast on The Beer Diaries, where he went around and interviews craft beer brewers. He is currently in the process of opening the brewery Blind Enthusiasm in Edmonton.
Now, for a few interesting things I found doing this
  • There were 7 members of the core design team. 6 are still at Bioware.
  • I looked at 117 people for this thread. 38 are still at Bioware and 79 are elsewhere. That's 32% of the staff still at Bioware (which is the same percent that I found for Halo 2) after 14 years.
  • There were at least two unannounced games at Bioware that were canceled. One was a second DS game following Sonic Chronicles with multiplayer elements. The other was a game that seemed to focus on fluid movement that was in development in 2008.
  • Two different people left Bioware to work on Halo Wars and returned to Bioware after the game was finished.
  • Multiple people on the team have been/are part of a musical group.
  • A fair amount of people joined Capcom Vancouver
  • All three Witcher games have KOTOR connections. 1 and 2 in PR and marketing, and 3 in community manager.
submitted by Forestl to Games