We believe that work/life balance is essential to the success of our employees.

We value the creativity, innovation, and passion that our team members put in to develop and ship critically acclaimed games. We provide a stimulating environment that encourages sharing of skills, knowledge, and continuous learning and development.

We offer our employees great, competitive benefits including dental and medical coverage, annual bonuses, stock options/restricted stock units, three weeks accrued paid vacation, bonus winter holiday vacation time, daily breakfasts, free games, game discounts on all EA games, social activities, discounted gym memberships, and much more!

You have a future at BioWare! BioWare is part of the greater EA family, and with multiple studios, many game teams, and aggressive plans to add talent to our teams, there is an opportunity to expand your career within the family! Develop your skills with training through the EA University, which provides customized programs for every discipline from Art to Programming and beyond!

Join Our Team

  • Skyler

    Software Developer - BioWare Montreal

    Typical Day

    I'm currently working as a graphics programmer on the next Mass Effect, focusing on our characters, materials, and approach to physically based shading. Before this, I was on Dragon Age: Inquisition, helping fit a next-generation title on the last generation of consoles. While related, these two roles have very different needs and require a different mindset, which is part of what makes working at BioWare so exciting: there's always a new challenge around the corner. On Dragon Age: Inquisition, a typical day required focusing on bugs and reducing the memory and performance footprint of various content, whereas on the next Mass Effect, we're looking at how we can push our graphic fidelity forward in every direction. This involves research and development of new techniques, maintaining a strong connection with our artists to help them achieve their vision, and collaboration across studios and with Frostbite as we continue to help improve the engine.

    Why BioWare?

    Since I was 11 years old, I'd dreamed of working in the game industry, after sinking my first 100 hours into a RPG. I'd worked with some other studios on sports titles before coming to BioWare, but was looking for the greater challenges that come with developing games with engaging stories over many years. Now that I'm here, though, the parts I appreciate most are the culture we've developed and the amazing programmers that I work with each day, who are always teaching me something new.

  • Sharon

    Development Manager - BioWare Montreal

    Typical Day

    Every day is different! I spend most of my time overseeing different aspects of the game such as combat features, while also planning for future work with the team. A great deal of my day is spent talking to programmers, animators, designers, and artists, acting as their bridge to other teams on the project. It's about being a facilitator to the team. It's my job to make their job easier by any means possible, be the requests big or small.

    Why BioWare?

    I've always wanted to work with great teams that make great games, and share the same values as I do: fail fast, fail early, and don't be afraid to take risks and push the limits. BioWare as a company, and its teams, do this every day. Who wouldn't want to be a part of that? BioWare makes games that touch people's hearts, change people's lives. I'm honored to be a part of that.

  • Alec

    Lead Gameplay Programmer - BioWare Montreal

    Typical Day

    My days consist primarily of ensuring that we’ve got a solid technical plan to deliver all of the awesome gameplay ideas that our designers conjure up and that Art, Design, and Production have what they need from the Gameplay programmers to keep moving forward. In the time that remains, I get to put on my headphones and work directly in the game on whatever feature currently needs the most attention.

    Essentially, I get to split my time between making amazing games and destroying the things that prevent others from making amazing games. It does get a bit chaotic, but both aspects are hugely rewarding and I can’t imagine a better team to be crafting new worlds with.

    Why BioWare?

    Working on BioWare games has been my dream job since unpacking Baldur’s Gate when I was a kid. That experience took me from “I want to make games!” To “I want to make those games!” As I grew up, BioWare continued to push a strong focus on storytelling and created my favorite franchises of all time. When the opportunity to join the team presented itself, there was no way I was going to miss out.

  • Keith

    Lead World Designer - BioWare Edmonton

    Typical Day

    I manage the level design department on Dragon Age, so a lot of my day is filled with meetings both within and outside my team. I am one of the main conduits for communicating the design vision of our exploration gameplay to the team and ensuring that it is progressing the way we want it to. Communication with all of the other departments is the key to making a great game. We all need to be pulling in the same direction at the same time.

    Why Bioware?

    Working at BioWare has always been and continues to be the best work experience of my life. It is a chance to work with and learn from some of the most talented people in the industry. It’s a chance to make the games I love to play. Most importantly, it’s a chance to work with a group of like-minded, passionate people who I’m glad to call friends as well as colleagues.

  • Amelia

    Software Engineer II - BioWare Edmonton

    Typical Day

    My normal day can vary greatly depending on the mode my team is currently in, but there are a few staples that seem to endure: the morning stand-up meeting where my team gathers to update each other on what they’ve done and what they will be doing during the day, catching up on email, and lunch with wacky characters who will probably be retelling the story of a fresh tabletop game session.

    In normal weeks, I’ll be working on smaller chunks of tasks called sprint tasks that represent some game system implementation/rework/improvement that I’ve committed to finish within a certain time period. I split my time between that, bugs, and meetings with stakeholders for the systems I’m working on. During “bug weeks,” I’m slaying hordes of evil bugs with my mighty programmer axe to obtain the storied treasure of a stable game client.

    Why BioWare?

    When I was young, there were few games that impacted me as much as role-playing games. They contained deep stories, emotional journeys, characters that I could identify with, and lessons about life and people that I still carry with me. I knew I wanted to contribute to those kinds of projects in the hopes that someday my work would touch someone’s life the way those games touched mine. BioWare makes some of the best role playing games in the industry, games that I grew up with, and when the opportunity came up for me to join the team, I couldn’t say no.

  • Andre

    Environment Artist - BioWare Edmonton

    Typical Day

    Most of my days at BioWare revolve around designing, propping, and lighting levels, but this can vary depending on what stage of the project we are in. Environment art helps bring all the components of the game together, so it is not uncommon to spend a large portion of my day speaking with other disciplines such as design, writing, and cinematics.

    Why Bioware?

    I came to BioWare because I enjoy crafting beautiful environments with rich stories, and there’s no better place to do that than here.

  • Lee

    Development Director - BioWare Montreal

    Typical Day

    My day consists of meetings and talking with people in every area of our game development in order to remove roadblocks for them and help make sure they have everything they need to get their jobs done. As part of the Production team, I work to make sure tasks are not only scheduled but scheduled realistically and that we are tracking to target and quality. I also get involved in giving feedback on the game and making sure that the necessary people receive all feedback and comments so that we can make the best game possible!

    Why BioWare?

    When I played Mass Effect my first thought was, "I want to be a part of that!" I came to BioWare because I wanted to be a part of the most imaginative story-based games in the world. The people here are very creative and passionate and really love what they do—like me! I continue to come into work every day with a smile on my face because I’m living the reality that one of my lifetime passions is actually my job. Can it get any better?

  • Mimi

    Junior Analyst - BioWare Edmonton

    Typical Day

    A regular day starts in the kitchen… because the breakfast here is awesome. For the rest of the day, I work with the data that is generated by parts our Mass Effect franchise and transform it into reports for other departments such as our Business Development, Gameplay, or Marketing teams. We cover topics like the popularity of characters/classes in ME3 multiplayer, which can help better inform decision making or can complete an infographic for our fans.

    Why BioWare?

    I was unfamiliar with recent BioWare games since I hadn't gamed for years before this. However, everyone I spoke to during my deliberation process raved about the people, the culture, and the quality of their work. There’s always a new opportunity to make discoveries in our data and try to make sense of some really fun subject matter.

  • Darin

    Programmer - BioWare Montreal

    Typical Day

    I’m currently working as a UI programmer on the next Mass Effect game here at BioWare Montreal. As a UI programmer, my days mostly consist of getting ideas and concepts from our designers to develop the various UI menus/features we need to support these concepts. One of the awesome parts about being on the UI team is you actually see every little thing you do, from building an entire UI screen from the ground up to tweaking when a cool new animation plays. Watching people use your new menu for the first time or seeing that cool new effect is so rewarding.

    Why BioWare?

    I chose to come to BioWare because I wanted to be part of the team creating awesome RPGs. I’ve been a fan of BioWare since the original Baldur's Gate, and Mass Effect is my favorite franchise of all time. Having a chance to actually contribute to it is essentially a dream come true. I know I wake up every morning inspired and motivated to come into work.

  • Melanie

    Localization Project Manager - BioWare Edmonton

    Typical Day

    Most days, you'll find me getting up pretty early and talking to our teams around the world, but it's worth it! We make sure we can translate, record voice over, and test the game with native speakers from each of our regions. We check that our story themes and icons are culturally appropriate, and we do this all within the same release schedule as the root game. I love the fact that my work and the work of our Localization teams means our games can be enjoyed all over the globe. I love learning about other cultures and languages and especially hearing a lot of the tremendously talented voice actors chosen from all over.

    Why BioWare?

    My background wasn't originally games. I actually used to be a high school teacher. I was attracted to BioWare because of their sense of family and humility. I am an RPG gamer, too, and most of all, I love BioWare's stories because they have common human themes that touch deeply, no matter where you are from. I have always been interested in education and ways to make diverse groups understand each other better.

  • Jeremie

    Technical Audio Lead - BioWare Edmonton

    Typical Day

    I’m not sure there is such a thing! My responsibilities are far ranging and cover everything from designing sounds from the ground up for specific parts of the game (cutscenes, UI, etc.) to helping architect complex system designs alongside our brilliant team of audio programmers. I think, at the end of the day, that’s what keeps me happy working here; the fact that no two weeks are really ever the same and that my arc of work spans the very creative to the very technical in sometimes a matter of hours!

    Why BioWare?

    Quality. Commitment. Passion. Those are the traits I envision when I think of BioWare and our team of developers here. Everyone I am surrounded by is passionate and committed to delivering the highest quality emotional experience possible to our devoted fans. We also get the opportunity to work on genre-defining IP that will one day be looked back on as part of the emergence of video games as a legit emotional art form. It's kind of like working on movies in the 30’s and 40’s.

  • Janice

    Assistant Director of Programming - BioWare Edmonton

    Typical Day

    No two days are ever the same, but in general I spend my time overseeing the Programming department while also trying to plan for the future in a very dynamic industry. The day-to-day involves a few mundane things, like approving funding for a conference or updating staffing plans, but I also get to spend a lot of time talking with our staff, and that’s the part I love.

    I will generally talk to at least one or two programmers a day about their concerns, ideas, or career plans, which is instrumental in understanding how we’re doing as a team. I can then work with the programmers directly or with the leadership team for each project to make any necessary course corrections. For example, we may swap people between projects or arrange for training if we find there are skill sets missing, or we may change our processes to correct inefficiency. The longer term planning is trickier! I need to look at everything the studio is planning for or hoping to do in the next 5 years and consider what that’ll mean for us as a department. I work closely with our CTO (Chief Technical Officer) to make sure we have a plan for how we can bring in the right people with the right skills, train the people who are already here, and make wise decisions about the technology we use. Since we provide a number of services to other departments in the studio (builds for QA, tools for the creative teams), we also need to consider their plans and expectations to make sure we are ready to deliver anything they’ll need.

    Why BioWare?

    When I applied to BioWare, I’d been working in the IT industry for almost a decade. I was a burned-out senior project manager applying for an intermediate game programmer position, so I honestly didn't think I was going to get the job, but BioWare gave me a shot. After 11 years with the company, my reasons for staying are the same as my reasons for joining in the first place; it’s a creative and ambitious company with an awesome work environment. In my previous companies, it would end up feeling like I was thanklessly building the same software over and over. That’s never been the case here as we’re always looking for a way to innovate or push the limits. While that can make things a bit stressful at times, it also does wonders for keeping everything fresh. Plus, I aspire to be artistic, but alas don’t have much of my own talent. Working with some of the most creative people in the industry means I get to live that particular dream vicariously. I’m proud of every title we’ve published and continue to be inspired by the amazing people I work with.

  • Jenny

    Localization Producer - BioWare Edmonton

    Typical Day

    Life in Localization doesn't really have a typical day, and that’s what makes my job so much fun! It takes about a year for us to localize one of our games from start to finish. Pre-production is a super important time for us. We get the Loc budgets to a state where they are realistic, we ensure our tools do the job we need them to do, we fine tune our schedule with our EA partners in Madrid, Cologne, and Singapore, and we work with our production team to ensure the text is on track to get locked for the dates we need them to. Then we roll into production, when the gritty day-to-day loc work gets done.

    We work closely with an external cultural expert to ensure the content of our games is suitable for the locales we are releasing our game into. We consider political, racial, religious, and cultural aspects because we want to ensure we don’t offend any of our markets. Then we roll into Loc testing. Testing can take anywhere between two weeks for a small DLC to four months for one of the main games. And whilst in testing, we are retranslating, rerecording, tweaking GUI screens, and doing everything we need to do to get the game to final. We work closely with our Studio Ops manager to final the language SKUs at the end of the Loc cycle, and we achieve testing sign-off just before we enter the certification process, a fast and furious week or so!

    Why BioWare?

    I came to Edmonton, and BioWare, from Northern Ireland via London 10 years ago, expecting to stay for a year or two. I can’t believe 10 years have flown by! I worked in Localization all my post-university life and when I saw the Localization Producer job posting on the BioWare website all those years ago, I thought, I can do this job! I flew over for my interview on the August 15th, 2003, had an intense day of interviews on the 16th, flew back to the UK, and a few days after that I learnt I got the job. BioWare games are the most exciting games from a Localization perspective. They are packed full of words and voice over, they are huge, and are dream games to localize. Localization touches on most disciplines in game creation from Writing to Editing to Art to Cinematics to Animation, Programming, and Finaling. Every game decision made impacts Localization, hence the need to form really close relationships with all the teams to ensure Loc can do our job in producing the best localized games we can—on time and on budget. There is no other development studio I would rather work at. BioWare provides everything to make my Localization job as satisfying as it could possibly be.

  • Jason

    Senior Gameplay Programmer/Designer - BioWare Montreal

    Typical Day

    One of my leads has described me as a liquid that can fill multiple volumes. A typical day could see me involved in anything from gameplay brainstorming, to technical design, to low-level implementation. I see features through from conception to implementation, from the creative to the technical. I manipulate the "nitty gritty" behind the scenes to produce fun.

    Why BioWare?

    I love RPGs and BioWare is an RPG leader. The people here are some of the most creative and brilliant in the industry. I had already played nearly every BioWare game, and I wanted to work where I feel passionate. BioWare was a no-brainer.

  • Arone

    Quality Assurance analyst II - BioWare Edmonton

    Typical Day

    My days are usually spent inside the game in its early stages, trying on as many different player personas as I can in order to support the narrative teams here at BioWare to match the many diverse types of fans that we want to satisfy. I work with our writing teams as they try out new story and character concepts and see the early versions of the scenes that are made by our cinematic animators and designers. Then I provide direct feedback as to whether or not they are hitting the emotional mark that they want to hit, and I get to see how they evolve before making it all the way through to their final versions. I consider myself lucky enough just to be involved in those aspects, but then I get the added bonus of finding new and interesting ways to break our games before they are released into the wild so that our fans can focus on just having a great experience.

    Why BioWare?

    BioWare has a team that is committed to creating some of the most emotionally engaging characters and stories, both with the way they are written and then the way that they are depicted on the screen. The fact that we then allow the player to take on a role and directly interact with these creations instead of just passively watching an experience keeps me coming back day after day to see what new characters I get to meet for the first time and to see what kind of trouble they are getting themselves into.

  • Rick

    Lead Level Designer - BioWare Edmonton

    Typical Day

    My days can be fairly hectic. I spend a lot of my day running around coordinating between departments, making sure that we're headed in the right direction. We spend a lot of time discussing the current designs of the game to make sure they are as tight as possible. On top of everything sits a running task of developing content. I find it key that, in order to facilitate a project, you need to be in the trenches at all times understanding the needs of the team. I run the gamut of developer, producer, ship councilor, zoo keeper, and enforcer.

    Why BioWare?

    BioWare is a great home for me and my family. Past companies have made the balance of work and family difficult to manage in this industry. BioWare means I get to raise my children, see my wife, and also make some of the best games in the business and work with some of the brightest minds. I truly feel blessed to have had this opportunity, and I make sure each day to not take it for granted.

  • Nick

    Environment Artist - BioWare Edmonton

    Typical Day

    I work as part of the level-art team, and a typical day involves contributing visuals to the world that the events of Dragon Age: Inquisition will play out against. Currently, I’m responsible for developing shaders within Frostbite to develop believable materials like crystal, ice, and water. I’ve also developed the system we use for creating cave-tunnels and caverns, and I've been involved with optimizing artwork for PS3 and Xbox 360.

    Why Bioware?

    I worked hard to get into the industry, and I'm, as such, very career minded. After working for over 8 years with Sony UK, I got the opportunity to apply to BioWare. The opportunity to work with one of the industry’s finest art teams doesn't come often, and to switch from the racing genre to a world-leading RPG title was truly appealing I jumped at the chance.

  • Allan

    QA Analyst II - BioWare Edmonton

    Typical Day

    I support the development teams by following up on any immediately pressing issues that have cropped up that day while communicating to the rest of the QA team any issues or at-risk elements from the development teams. Most of my time is spent in the tools, making sure they are working properly so that the content creators can work with minimal disruption to their workflows. Beyond that, I often help to make sure that the content that they are putting into the game is working the way that they would expect it to.

    Why BioWare?

    I love role playing games and Baldur’s Gate and KOTOR are still among my all-time favorites. I wanted to work for a prestigious studio that makes quality stuff and that they happened to be in my hometown certainly didn't hurt things either!

  • David

    UX Programmer - BioWare Montreal

    Typical Day

    The focus of my work is to help define and implement the various features of the user experience (UX) or, more specifically, the features that frame the UX. In previous Mass Effect titles, for example, this included the heads-up display, the menus, the galaxy map, and other features surrounding the core gameplay. Because the UX is the expression of so many aspects of the game, it also involves a lot of coordination with other teams, including level design, gameplay design, rendering, and networking in order to make sure that the UX is meeting the needs of the game design and functions properly with the other systems that exist in the game.

    Creating new menus and such may not be as sexy as developing awesome new physics simulations or AI techniques, but it’s something that I frequently find exciting and rewarding. Every new feature ends up being something brand new to see in the game, and every bug fix helps smooth things out just a little bit more. I’m always striving to make the time that our players spend with our games more enjoyable, and I feel that the UX is the best place to do that.

    Why BioWare?

    I initially came to BioWare mostly for my passion in helping create excellent story-driven games and especially to be a part of creating new games in the Mass Effect series. Now, though, it’s also the ability to work with such a fun, creative, and dedicated team on a day-to-day basis. It’s extremely rare for me to not be amazed and impressed when I see what other people are working on.

  • Karin

    Lead Editor - BioWare Edmonton

    Typical Day

    BioWare’s editor positions are pretty multifaceted. We edit game dialogue and text for voice/plot consistency, grammar, and IP accuracy. We set up documentation for all manner of game details. We liaise with our voice-over and localization teams, letting them know when dialog is ready for recording/translating. We answer IP and story questions during VO recording sessions and for the EA translation team in Madrid. We also work with our business development, community, and marketing teams to provide IP and character information as needed for various publicity and ancillary products. We set up documentation for all manner of game details. So I do some of that, my team does a lot more of that, and I then do other managerial stuff that mostly involves going to oodles of meetings. Editors don’t so much have a typical day as we do an undulating probability field of the several things we might be doing on that day.

    Why BioWare?

    I came to BioWare because of 1) sheer luck on my behalf and 2) because BioWare creates some of the best stories and characters in the business. I remain at BioWare because of 1) continued luck on my behalf and 2) the people who work here. Every day, I am humbled to be part of this amazing team of creative, passionate, hilarious, respectful, supportive, inspiring people. These teams create, debate, collaborate, and work so hard to create games that are unlike any other, and I’m thankful every day to be even a small part of it.

  • Jessica

    Level Designer - BioWare Montreal

    Typical Day

    I spend most of my time designing the layout and pacing of levels that the player experiences both in and out of combat. Alongside feedback reviews with my fellow level designers and the environment art team, there are many conversations with programming, gameplay design, UI artists, and narrative design that help me create a cohesive level that is but a small part of the greater game. It’s the spontaneous brainstorms that generate exciting and unexpected ideas that are the best part of the day!

    Why BioWare?

    As a gamer, I have been a big fan of BioWare for years and, as a developer, I’ve always wanted to create a game where the story drove the player to make choices and emotional connections with characters in a beautiful and comprehensive world. The opportunity to learn from a group of folks who seriously know their stuff and to be part of a team that will continue to create these types of games is a thrilling dream come true.

  • Ian

    Technical Artist - BioWare Montreal

    Typical Day

    I investigate new technology and build tools during preproduction to make content creators' lives easier. During production, I support the art team's performance and building tools to ensure that they have everything they need to fully express their talent. Later in production, I will be fixing major performance issues to help ensure that we deliver an awesome gaming experience to our fans. Finally, I will be celebrating the achievement of making a great game with all of my coworkers and thinking about the next challenge.

    Why BioWare?

    I joined BioWare Montreal to work with an amazing team on a terrific project. It is always impressive to see extremely creative people at work. We have some of the best talent in the industry.

  • Harold

    Technical Director - BioWare Montreal

    Typical Day

    People say that I’m in a lot of meetings, which is true, but it’s really my favorite part of working at BioWare. I get to work with a lot of incredibly smart and passionate people to help them do the work that they want to do. Everybody here wants to make an incredible game, but there are always technical issues that get in the way. I do my best to solve those problems, get everybody pointed in the same direction, and coordinate the team to build something greater than any one programmer could build. And I get to do this every day.

    Why BioWare?

    After seven years working on sports titles, I wanted to work on the kind of game that I could get excited about. When I started talking to BioWare, I could see right away that they shared the same values that I have: high standards, people-centric, and devotion to the craft. I feel lucky to be a part of this family and to have the opportunity to create a living universe that millions of gamers (including myself) can experience.

  • Eric

    Lead User Interface / User Experience - BioWare Montreal

    Typical Day

    A typical day for me at BioWare is a mix of multiple tasks. I act as a point of reference for breaking down the information architecture for our user interface, and I work directly with game designers and programmers every day. I also produce all art assets and motion graphics involved in our user interface pipeline and act as a bridge with our GUI programmer to be sure our interactive features are respecting our user experience philosophy. From there, my main role is to maintain our user experience by keeping it as intuitive as possible and to keep listening to our players needs from focus testing.

    Why BioWare?

    Building innovative, cutting-edge user interfaces for video games is almost impossible to do until you meet a team that is as passionate as you are and as fully dedicated to stepping outside of their comfort zones in order to achieve the impossible. I’m happy to have found like-minded people of every discipline here, and I love working with them!

  • James

    VP, Studio Creative Director - BioWare Austin

    Typical Day

    I work on all of the projects in the BioWare Austin studio. I serve as lead designer on one project while mentoring the other lead designers in the studio. My day-to-day duties change according to the stage of development of a project. During concept it’s my job to help form the vision and then to sell that vision to the team and execs. During this time I’m also writing design documents and presentations. During production, I communicate the vision of the project and make adjustments to design and scope as we get feedback. I’m also involved in marketing and PR efforts. For launch, I focus on triaging bugs and cutting scope so that we can launch at a high level of quality.

    Why BioWare?

    I was one of the originals, joining BioWare back in 1996. I joined the good doctors (who included Aug Yip at the time) because they had just signed with Interplay. My dream was to work on a Dungeons & Dragons game, and that came to life when I was able to lead up the design of Baldur’s Gate.

  • Sean

    Writer - BioWare Austin

    Typical Day

    The one thing that’s typical is that I’m making stuff up. Other than that, there is no “typical”—and that’s what I love about this job. I could be writing conversation dialogue, combat barks, plot summaries, quest journals, codex entries, character dossiers, or even support content for marketing and community services.

    Why BioWare?

    When I decided to take the leap from a career writing comics for Marvel and DC to one writing video games, BioWare was my first and only choice. BioWare really cares about writing and about telling grand stories filled with authentic and memorable characters. It’s a pleasure and a privilege to be a part of that tradition.

  • Jason

    Senior Game Systems Designer - BioWare Austin

    Typical Day

    From a high-level view I design global gameplay systems, work with people from all disciplines to clarify our requirements and work out the design wrinkles, and then create, balance, and maintain the content those systems use. However, any given day could involve a huge variety of different tasks: writing a design document, programming a data tool to rebalance monster damage across the entire game, creating weapons, brainstorming solutions to an unexpected design problem, scripting combat abilities, teaching Excel tricks to my co-workers, and so forth!

    Why BioWare?

    I’ve always been interested in making games, and I’ve always made levels and other content for the games I play. I became a fan of BioWare while playing Baldur’s Gate, and when Neverwinter Nights launched, I immediately cracked open the toolset and started creating adventure modules. One day a technical designer position showed up on the BioWare careers page, so I put together a demo module and landed myself a job at one of my favorite developers!

  • Picture Yourself Here

    Join us, and be part of the team that creates some of the industry’s biggest, smartest, and most influential games!

    Browse Current Openings

What does the future of BioWare look like? You!

To make the best games in the world, we need to attract and retain the best creative talent in the world. At BioWare, the talent coming straight from campus is the talent that will design the next epic MMO battle, broker the next strategic partnership, and create the digital marketing campaigns that will reach the next generation of gamers.

A new graduate's passion, eagerness to learn, and hunger to challenge the status quo drives our company forward. That's why we are committed to ensuring that graduates not only benefit from great compensation and benefits but, more importantly, work alongside proven, successful industry veterans who have pushed BioWare to the highest ranks of the gaming industry. Additionally, all our interns are treated like established members of the team and contribute as much as regular employees. Interns and graduates are the future of BioWare.

Want to join our team? We certainly want to hear from you.

Apply Now