Casey Hudson verlässt BioWare/EA

Wie Aaryn Flynn heute im hauseigenen Blog mitteilt, verlässt Casey Hudson BioWare nach beinahe 16 Jahren.

Angefangen hat Hudson als "Technical Artist" bei den Spielen Neverwinter Nights und MDK2, danach wurde er "Project Director" bei Star Wars: Knights of the Old Republic. Als nächstes übernahm er die Führung bei der Entwicklung der Mass Effect Trilogie. Vor seinem Weggang war er noch an der Entwicklung des nächsten Mass Effect und der noch namenlosen, neuen BioWare-IP beteiligt.

Nach einem Klick auf weiterlesen findet ihr Casey Hudsons Abschiedsworte.
Abschiedsbrief an seine Kollegen:

"After what already feels like a lifetime of extraordinary experiences, I have decided to hit the reset button and move on from BioWare. I’ll take a much needed break, get perspective on what I really want to do with the next phase of my life, and eventually, take on a new set of challenges.

Though there’s never an easy time to make a change like this, I believe this is the best time for it. The foundation of our new IP in Edmonton is complete, and the team is ready to move forward into pre-production on a title that I think will redefine interactive entertainment. Development for the next Mass Effect game is well underway, with stunning assets and playable builds that prove the team is ready to deliver the best Mass Effect experience to date. And the Dragon Age: Inquisition team is putting the final touches on a truly ambitious title with some of the most beautiful visuals I’ve seen in a game.

But while I feel that the time has come, this is without a doubt the most difficult decision of my career. BioWare is as magical a place today as it was when I started. The projects we are working on are some of the most exciting and prestigious in the world. The talent in our teams is second to none. And the people here are some of my closest friends. I’ve spent more time with many of you than my own family, and I have enjoyed every day of it."

Abschiedsbrief an die Fans:

"Long before I worked in games, I was fascinated by their ability to transport me to places where amazing and memorable experiences awaited. When I made my very first asset that I knew would actually make it into a game (the laser bolt in MDK2!) I couldn’t believe how fortunate I was to contribute in some small way to the process of creating interactive entertainment.

Now, having led the development of four major titles, I’m profoundly appreciative of the role I’ve been able to play in creating these games. The very idea that so many of you have enjoyed spending time in the worlds we’ve created is the defining achievement of my career, and it’s your support over the years that made it all possible.

Thank you.

I know that I leave our projects in great hands, and I join you in looking forward to playing them."