Industry Interview: Karen Clark, Project Manager at BioWare
Winter 2009 Issue
Features
- From the Editors
- Craft Check: Bead Sprite Magnets
Interviews
- Industry Interview: Karen Clark, Project Manager at Bioware
- Industry Interview: Britney Brimhall, Himalaya Studios
Articles
- A Gaming Con for Tucson
Author: Robyn Fleming
- This Is Our World Too: Preventing Real Victims of Virtual Rape
Author: Casey Fiesler
- G.I.R.L. Power?
Author: Amy M Hopper
- Killing Grannies, Slaughtering Monsters and Leveling the F*** Up
Author: Oliver Saenz
- I Am a Gamer
Author: Kialio
Robyn reports on Tucson's first ever gaming convention, RinCon '08.
Casey reports on the ways in which virtual sexual assault can impact on gamers.
Amy investigates Sony Entertainment Online's new "G.I.R.L." scholarship program.
Oliver examines the ways in which games apply different moral and ethical philosophies.
Kialio discusses why the behavior of self-identified "gamers" had made her reluctant to embrace the label.
Gamer Stories
Reviews
Odds 'n Ends
I recently had the pleasure of interviewing Karen Clark, a Project Manager at BioWare, where she is presently working on Dragon Age: Origins. Not only did she humor me by talking about how cool Dragon Age is, she discussed her views on a number of interesting topics, giving answers I think everyone should take a look at. When not working for BioWare, she blogs (at Finding something is losing something else), works with Women in Games International, and gives great interviews. Enjoy.
Thomas Cross: I’d like to ask a few basic opening questions first. How did you first start making video games?
Karen Clark: I have been a gamer since I was seven years old. For some reason, making games didn’t occur to me, so I pursued a bachelor’s degree in Japanese. I soon moved into software and worked for several years before following my passion and moving into a game industry role.
TC: Where have you worked in the past, and what is your present job situation?
KC: I have worked as a technical support engineer, QA engineer, build engineer, release manager, Director of Customer Experience, and most recently as a project manager. My first “industry” job was at Linden Lab, working on a virtual online world called Second Life. I then spent a short time at GarageGames helping to launch InstantAction.com before finally moving to my present role as Project Manager at BioWare.
TC: What exactly is your position, and what duties and responsibilities does it entail?
KC: I’m currently working on Dragon Age: Origins as Project Manager for the In-Game and Cinematic Animation teams. I manage the schedule and act as a communicator for these teams, ensuring that other groups understand our priorities. Conversely, I help my teams understand the requirements for the work they are doing and resolve anything that seems vague. I’ve also enjoyed working with the motion capture studio where we capture animations for the game. This was something I’ve never done before, and I’ve learned a lot about the process of getting animations into a game.
TC: As a hopeless and longtime BioWare fanatic, I’d like to ask you some specific questions, If I may. Were you a fan of BioWare’s work previously, and how does it differ from your previous work?
KC: I am a huge fan as well! Baldur’s Gate II: Shadows of Amn and Throne of Bhaal are two of my favorite titles of all time. I’m a big RPG fan, and was blown away by the experience of playing the entire Baldur’s Gate series. It’s really a dream come true that I’m working on Dragon Age: Origins, the “spiritual successor to Baldur’s Gate.”
My previous work in the software industry, and even at game or game-related companies, has definitely prepared me for the challenges of working on a “AAA” title. I’ve worked with everyone from tech support to CEOs, technical and non-technical people alike, and that has given me the chance to refine my communication style to suit whomever I am working with on a project. BioWare has a very open and congenial environment, so I feel right at home. It’s an amazing job, an amazing team, and an amazing company. I’m very lucky!
TC: Have you been able to try Dragon Age: Origins out yet, and if so, did you enjoy your experience, and if so, why? How does it compare to earlier BioWare RPGs, not design-wise, but on personal level, experience-wise?
KC: I’m happy to say that part of my job is to play Dragon Age: Origins! Unfortunately, I’m playing for work and not for myself — I don’t play for hours and hours like I would if I were at home. Even under those conditions, where you run through the same level over and over, it’s still a great deal of fun.
Much of my job is a sneak peak at a game that I am very much looking forward to, where I get to see unfinished cut scenes and animations, and other things that aren’t in place in the game yet. The cut scenes are a great example of the power of the game — even seen alone, and out of context, several cut scenes that I’ve reviewed carry real emotional weight. The story is deep and intricate, and these scenes create a sense of immersion in the game.
All of the groups working on this project really know and love the genre, which will make for an unforgettable experience. I can’t wait to see the final game!
TC: Do you consider yourself a feminist/to be pro-feminist? Can you tell me a little bit about how that impacts the way you approach your work and your blog writing?
KC: I’ve been giving this a lot of thought recently as I’ve been preparing for my keynote at the Women in Games Conference 2008. I have done some research and found a name for my beliefs. I am a “third-wave feminist,” meaning that I don’t consider there to be a single feminine truth that needs to be promoted. I am more interested in promoting the rights of all human beings, regardless of gender, orientation, ethnicity, or association. I am grateful for the progress that has been made by women who came before me, to be sure. However, I don’t want to be trapped in the same old arguments, but rather take a positive approach and help women to move even farther forward than we’ve already come.
TC: You’re a Mentor Program Coordinator for Women in Games. What are your responsibilities, and what do you enjoy about working with Women in Games?
KC: I am working with Women in Games International, an American organization that was developed in partnership with the Women in Games Conference. The mentoring group started as a conversation between Sheri Graner Ray and I at GDC 2005 when I asked why there was not a mentoring organization for women in the video game industry. Sheri suggested we form one, and my work began. I’ve organized a Google group to support our efforts, and am currently investigating options for our group to join a larger mentoring organization. I’m very passionate about supporting women in the video game industry as we are still in the minority. However, every year we gain numbers and increase awareness of our contributions to the industry, and I hope that I can be a part of that movement.
TC: What do you think about gender-inclusive game design? Do we need to see more of it, or is what we have currently just fine?
KC: I think all ideas are fair game! I don’t believe in making a game that caters to stereotypes; make a good game and people will play it. I think there is enough room for talented designers to create excellent experiences for us regardless of the subject matter.
TC: When you play other games, how do you see them? Do you keep an eye open for ideas that you could include in your own work?
KC: As a project manager, I tend to look for inspiration in the project and organizational management fields. I spend a lot of time reading articles on websites like Gamasutra.com and GameStudies.org to learn how other teams are organized, managed and inspired. I bring that knowledge back to my organization to help improve ourselves and the game.
TC: Women in the video games industry are outnumbered by their male colleagues. Is there any advice you would give to someone, male or female, who is trying to get into the industry?
KC: Of course it’s great to have a passion for playing games, and employers do look for that. However, you should develop real-world skills as well. I learned a lot in the software industry that is immediately applicable to my work here at BioWare. Employers need to know that you have not only passion but skills, and that you can bring something tangible to the business. The other piece of advice I have is to learn to network. Be comfortable walking up to a complete stranger at a party and starting a conversation. That is how things happen in this industry — deals are made, careers are started, ideas are shared. Be courageous, open and friendly, and learn how to sell yourself and your ideas.
TC: What do you think would be a good way to change the aforementioned imbalance, and encourage more women to enter the industry?
KC: Even though I’ve played games for most of my life, it never occurred to me that I could work in the video game industry. That might have been because I grew up in a small town, or because video games weren’t as prevalent as they are today. Whatever the reason, we should let people know that the game industry is a serious business where you can have a real career. The stereotype is that video game companies are filled with guys running around shooting foam darts at each other and there definitely is a playful aspect to working in this industry. However, this industry is driven by business and companies must produce on a tight deadline. Without professional, intelligent and dedicated people, we can’t succeed. It’s up to us to educate all types of qualified people who may avoid the industry because of these preconceptions.
TC: What do you think about the video gaming Internet community? Do you consider yourself to be part of it? If not, is there an online gaming-related community that you do consider yourself to be a part of?
KC: Working on Second Life gave me an up-close-and-personal look at one very large online community. I wouldn’t trade my experience at Linden Lab for anything, to be sure, but I don’t find myself spending time in Second Life the way I did when I worked there.
Outside of that, I have played some MMOs but frankly don’t have the time to dedicate to them given my schedule. I have played World of Warcraft, Lord of the Rings Online and Vanguard, and can certainly see the appeal, but again I just haven’t been able to make the time for the grind.
TC: I’d like to change the direction of the questions just a bit. What is it that you enjoy most about gaming?
KC: I enjoy the immersive aspect of games. Even simple ones allow me to put my day-to-day concerns on hold while I play. I tend to be a completist, so I enjoy the feeling of accomplishment that video games provide. I gravitate towards fantasy settings — I’m a big fan of the writing of Ursula LeGuin, J.R.R. Tolkien, Michael Moorcock, Garth Nix, Robert E. Howard, and others, so playing RPGs and becoming the characters I read about is a big draw for me.
TC: Are you a devoted gamer, or do you only game as much as your job requires you to? What games are you playing right now?
KC: I am a devoted gamer, for sure. When I thought a flood had claimed my original Intellivision a few years ago, I cried! Right now I’m playing several titles: Grand Theft Auto IV (Xbox 360), Final Fantasy Tactics A2: Grimoire of the Rift (Nintendo DS), Etrian Odyssey II: Heroes of Lagaard, Super Paper Mario (Wii), Boom Blox (Wii), Dungeon Lords: Collector’s Edition (PC), and Star Wars: Knights of the Old Republic (Xbox).
TC: What do you think is most worth defending, when it comes to any avoidable (or inevitable) workplace compromises?
KC: Negotiation is a key skill for anyone on a large project. There’s a saying which is “you have to pick your battles.” This is very true. You must be flexible, but be sure to hold your ground on the few things that mean the most to you. If a game feature you proposed and implemented is going to be cut, ask yourself how it contributes to the overall quality of the product. If the contribution is great, then you can probably find a way to make the case for keeping it. If it provides a lesser contribution or if you are only attached to it because of your ego, then you should let go and save your energy for something more important.
TC: Is there a game that you’d love to see made, or that you think needs to be made? Is there any sign that people want to make this kind of game, or is it something that no one there has thought of approaching yet?
KC: I’m still waiting for a fully virtual environment that I can plug into a’la The Matrix or the Star Trek Holodeck.
