Pros: great overtime wages, great people to work with, star wars, great work enviroment, ability to learn new skills from people who really knew their fields
Cons: low chance to stay on full time, moderate dental and medical packages
BioWare is a great company, they have hit a few snags in recent years but their fundamentals have not fallen even with the snags. They still push quality and interactivity in games that will sell beyond expectations over quick fast products that could sell decent well over a small time table. The team I worked with was tight nit and worked well with – more... each other when it came to having to combine resources to figure out a problem or to find a problem we knew was in the game. My managers were great people who knew how to motivate their workers and also offer someone to talk to when things got rough. We made sure we still had fun while we worked and tried to pass that idea on to everyone else we came in contact with in the company.
Most days started off normally, check e-mails for anything the overnight or overtime workers had done that might need to be looked in to, look over any thing you left for the next day due to time constraints or just one of those tough head scratches you needed some time away from to figure out. Attend the morning meetings to get everyone in line and find out what the top tasks were, if you are without task then finding out who you can help on their task and help get it done faster. Then it's to the game. Check the bugs you have and the ones in your box shown as fixed to verify, look over tasked areas and write up issues as seen, help fellow co-workers with odd tasks or assignments they need multiple hands on help with or just an extra pair of eyes. Try and learn a new system or new piece of tech to better be able to help the devs and designers, and write up all bugs found and send them on up the stream to get fixed.
What I found to be conflicting was when we would find an issue and have good documentation but either the developers or designers didn't feel like it was a serious problem or was not being represented correctly. Then we watch as the issue get reported live and the developers or designers seem like they got blindsided by this sudden news. The up side to this was the more we developed reputations with some of the development and design team members, through social or just helping out with smaller tasks, we began to gain people who knew we had found something bad and could push the subject on their level. With enough patients and effort we managed to get a better balance and understanding going on, but there are still those moments of frustration.
Still at the end of the day I could never really complain because I worked on video games as my job. Doesn't really matter what company or team your working on that is still what your doing when all the layers are pealed away. On top of that I was helping to create and watch over Star Wars the Old Republic, and have been fortunate enough to have my name in the credits of both the main game and the recent expansion, "Rise of the Hutt Cartell." If I ever feel upset or frustrated about something that happened at work, all I have to do is tell my friends or family members what I do and the looks on their faces say enough for me to not worry about the issues. – less