Gamer
Designer
Writer


Graduated High School with a diploma in Computer Science and Maths. Hold a degree in BA Games Design and Art from University of Southampton, part of the Russel Group.
Present-day passions include writing stories and learning about environmental creation.
Mass Effect - A View Into Workflow and Concepts
Mass Effect, not the spin-off Andromeda, but the trilogy, has consecrated itself as one of the greatest series of games in history. Each of the games has opened to critical acclaim each time, but none of this would not have been possible without the work of the great team of developers behind it. I want to explore a bit the processes that they went through and give my own insight of them, as a fan, but mainly as a game’s designer.
As all other games, the series began from one man with the insight of creating something original. In the case of Mass Effect, it was the Project Director Casey Hudson.
He was doing technical art from programming up to art tools, which gave him access to parts of a project, allowing him an overview of how things were done in each section of a game. As Bioware started working on a Star Wars title, he was chosen as Project Director, working on Knights of the Old Republic. After the project was done, he was switched to managing and creating a new Intellectual Property. Bioware wanted something different from Star Wars, but set in space as well, in an RPG style with a shooter type of gameplay, that would improve on the success of their game (Hudson, 2011).
Bioware was already known for being an amazing developer, as confirmed through all their games up to that point, Baldur’s Gate series, based on Dungeon and Dragons, and their first original IP, Jade Empire (I am still waiting for a sequel – hope dies last, they say). Rolling on the success that they had creating an RPG set in space, in Star Wars: Knights of the Own Republic, creating a new property based in the future was ideal. They proved that they could do an excellent job in creating RPGs, as attested by their work, as well as being able to create an interesting and original IP, as proven by the under-the-radar Jade Empire, so this step was normal.
Casey shared his game ideas and concepts with Greg and Ray from his design team. They were thinking about the games that they liked and what would they want to capture for the said games. In his case he liked Starflight, Deus Ex – with the skills and shooter concepts. This led to them creating a rough framework for what would become the Mass Effect Series. The researching ideas phase, in their case, took about a year, as they looked at, detailed and defined them. They worked from basic questions such as if the existence of aliens would be a staple of the game, if there would be different climates or would there be only one planet with the story set on it. Upon defining the details of the world and universe, they started thinking about the story that would be set within it. Having your own ship, being able to have decisional power, what is the reason behind taking those decisions (in this case, it was being part of the Spectres) (Hudson, 2011).
I would like to make a stop here and emphasise the time it took them to research the basic ideas that formed the skeleton for the series: 1 YEAR. This proves that ideas should be properly considered as it will aid in creating the core of what would become the series staple story and gameplay – I am looking at you, Andromeda, you little brother that built up hopes of what you could have become, only to be less than that, but still included, just cause you are part of the family.
As the roots of the series was decided, the art team is brought in to work their mojo and bring to life the beautiful world of Mass Effect. In this nice-looking world, the companions are what makes it enjoyable, being a staple of the series story, letting us become emotionally invested through their awesome personalities and pleasant voices (the wonderful robotic voice of Legion being the cherry on top – Shepard Commander).
Derek Watts shares some insight into how the designing of different aliens takes place. The team gets a brief description from the writers, then drawings which are deemed cool by the concept artist are done. Afterwards the look is solidified and detailed in the later phases, as the art is matched with the animation (Finlayson et al., 2010).
This is a standard workflow that we were thought at University. While creating a description of the character, it is indeed important to be brief or else it might affect all the wonderful concepts, as they would be restricted by too much detail. The later phase is also important, especially in a 3D world, as the animation rigs are the ones that affect the art the most in the respective stage. It is expensive cost-wise to create animation rigs for each different species, as such it takes patience and discipline to follow the guidelines, which helps the 3D model to match up with the animation skeleton.









I want to look at how the art team handled the three-leading species of the Citadel, when creating them. So why don’t we start with the beautiful femme fatale species of the universe, the Asari, of which our favourite Prothean expert, Liara, is a part of. They are recognisable thanks to their beautiful shades of blue and the flowing fins on their head.
The process started from the writers, which wanted a beautiful race which consisted exclusively of females. The hair fins came up as a result of experimenting with shapes, while thinking about how the hair of the species had evolved, how it turned into something spiny. They worked with silhouettes, going for something modern, stylish and something that a woman might wear, while not looking extraordinarily outside there. They were playing with the idea of the hair being something organic that just grew out of their head, connecting naturally with the neck. Once the fins were in place, the look had somewhat of an aquatic appearance, which lead them to try and reduce the features such as the nose and similar, to better match up with the look that they were aiming for (Rhodes, 2011).
This feels like an interesting way of creating a character, giving the brief of what is the scope of it and then let the artist do their job. This does match up with workflow mentioned beforehand, and it goes to show that a short description might go a long way, better than a detailed one.
Now who is your forever bro, always by your side, cannon fodder by mistake in the galaxy. If you guessed Garrus, then you are right. Just the amount of stuff he puts up with when riding wingman is amazing. Always there from the beginning, Garrus is part of the Turian race, the militaristic side of the council, the proper hard-core marines, a species of meritocrats (in less fancy words – merit earns you ranks).
The concepts of the Turians, Garrus, came from one of the concept artists, who imagined a bird like creature, eagle, a militaristic face, the mouth is meant to look like a beak, whereas the horns on the back are copying feathers on a bald eagle. They were supposed to be a proud race (Watts, 2011).
And proud race they are. Someone give the guy a candy for creating one of the most badass alien species in the galaxy. Looking at the avian inspiration, especially the bald eagle, as well as with all the hardcore military stuff, the Turians remind me of the American Army. A bunch of hard-core, no nonsense people, all their work being for the benefit of their home country. I feel like personality wise, it did not take a lot of research to find a source of inspiration, the look seemingly following suite from there.






Does anybody remember Mordin? I for sure did. He forever remained etched in my mind as the very model of a scientist Salarian, as he valiantly sacrificed himself to reverse the Krogan genophage, anybody else could have gotten it wrong. Leaving the feels aside, Mordin is part of the Salarian species, the Citadel’s scientific and espionage side. They are considered the most intelligent species on the Citadel, albeit the sacrifice that they make for it is a highly active metabolism and one of the shortest lifespans (around 40 years old).
The Salarians were viewed by the design team as a fun design challenge. The brief from the writers was that they were inspired by the classic grey aliens’ ideas that humanity has. They were thinking towards a Roswell incident type of alien, trying to design an alien that would match it. They went about with their designs towards having big eyes and grey skin (Rhodes, 2011).
For me the Salarians did ring a bell in terms of their similarity with the classic alien look that we imagine, however their body was always a bit off, thus cutting the connection completely. It is nice to know that the team did look at recreating humanity’s version of aliens, albeit in a somewhat different form. The faces do indeed pose a similarity to their source material, through the big eyes and their species traits, as highly intelligent and curious.
I hope that this shed some light into the workflow and inspiration of one of the big brands in gaming, Bioware, and made you curious enough to go play the games if you have not, or research it, if you have.