What was Dragon Age 2 development like? Was the decision to part ways with Bioware yours?
Dragon Age 2's development was very accelerated. It was the first BioWare game to my knowledge where the studio didn't have the luxury to take as long as they needed. The full game, start to finish was done in around 11 months. That's much like Obsidian's development of KoTOR 2, except Obsidian had around 2 dozen developers, while BioWare had about 180 (not including QA and Marketing).
Prior to starting at BioWare, I had several chats and email exchanges with Mike Laidlaw (DA2's lead designer) where I gave him feedback and ideas as he formulated his plans for the game. Then, when I came to Edmonton in early January 2010, I was one of the first designers on the project, along with Mike Laidlaw and David Gaider (lead writer). I was involved in providing more feedback on the design direction and story. Early on, I concepted gameplay features that didn't make it into DA2 due to time constraints, but will likely be part of DA3. As the DA:O DLC's were wrapping up, more designers and other developers began trickling onto the project, and we quickly went into full production.
My main responsibilities on DA2 were pretty varied, which was unusual for BioWare. Most of their designers specialize in particular disciplines, while I'm more of a generalist, or a "polymath" as Mike Laidlaw called me. So I shifted between writing, level/technical design, creating the new map system, assisting with audio, and dabbling in cinematics.
After DA2 was done, I spent several months directing a small prototype team, and rapidly iterating on puzzles and other game modes to complement and extend DA2's core gameplay. Several of the things we prototyped were included in DA2's DLC, and some others will perhaps be part of DA3 (I couldn't say for sure).
At the end of May 2011, BioWare Edmonton had a "reduction in force" (which is fairly common practice at the end of a project). The layoffs included me and some other designers. They wouldn't give me any specific reasons why, but they did say it was absolutely not performance related. My assumption was that they chose to layoff people who were not as firmly rooted at BioWare Edmonton. There are a lot of people at the studio who've been there for many, many years, and several couples who work together. Since I'd only been at BioWare for 18 months, and I didn't have any family also working there, I was perhaps a bit more expendable.
Though I didn't choose to leave BioWare, they actually did me a favor. I'm far too eclectic to be content for long in a studio like BioWare Edmonton. Plus, the very generous severance they provided allowed me to take the summer off (my first break longer than 2 weeks since I started in the game industry in 1998). I got to spend ample time with my family, work on personal projects, create a couple apps, and study casual and social games - which I've been interested in working on for years.
I value my experience at BioWare. I learned a whole lot, and I really enjoyed meeting and working with many of the talented developers at the studio. I'm still friends with several of them (some of whom I'll be seeing this weekend at Calgary's Comic Expo).