Any vid-kids out there searching for a dream gig? Edmonton’s BioWare Corp., developer of some of the world’s hottest video games, needs artists, designers and audio engineers.
Benefits: Profit-sharing and competitive wages, with a company that boasts five-year revenue growth of almost 2,000 per cent.
Working conditions: Sublime. If the 33-year-old bosses like your work, they may invite you to stay late for a friendly tussle of DOA3 on the XBox.
Medical care: The ultimate. Run a temperature, and co-CEOs Ray Muzyka and Greg Zeschuk will prescribe plenty of fluids, then tuck you into bed with GameCube.
Each of 116 employees (average age 28) who enter the art-lined BioWare offices each morning must think they’ve died and transcended to video Valhalla.
Muzyka and Zeschuk, the youthful ex-physicians who helped co-found the business seven years ago, pride their shop on its home-grown talent.
And they continue to call every shot with uncanny marksmanship.
Resolutely determined to carry on as a private company, they answer to no silent partners, nor to third-party shareholders.
Go public? Geez, what for?
“Maybe if there was a pressing need for outside capital . . . .” mused Muzyka.
There isn’t. Nor is BioWare interested in over-extending itself anytime soon.
“Maybe we’ll stay the size we are now,” he continued. “Maybe we’ll focus on selling more and more units of a smaller number of games, and make sure those are the market leaders.”
Added Zeschuk: “(External shareholders) could interfere with our ability to do what we think is the right thing for everyone here.”
Such statements demonstrate the clear-thinking horse sense which forms the backbone of the BioWare business attack.
Something’s definitely working. While pursuing their personal vision this year, CEOs and staffers alike have collected more hardware than the Ace Corp.
A partial list:
* A stellar ranking (287th) among Deloitte and Touche’s Fast 500 North American tech companies;
* The ASTech award in Alberta Science and Technology;
* Ernst & Young’s Entrepreneur of the Year award, in the Software and Information for the Prairies category;
* An 11th-place rank among Profit Magazine’s 100 fastest growing companies.
And on and on and on . . .
BioWare continues to rattle the sales barrier with its breakthrough Baldur’s Gate series, which has sold more than four million units world-wide. Though the original Baldur’s Gate featured graphics and gizmos as fresh as tomorrow’s snowfall, the game capitalized on a back-to-the-roots appeal for aging gamers suddenly staring at the dreaded Big 3-0, or (gasp) beyond.
And it helped kickstart a revival of Dungeons and Dragons-style role- playing games, a genre which had slipped in popularity since its heyday in the prehistoric 1980s.
“The feeling was, role-playing games were dead. But those games had been our passion,” Zeschuk said.
Passion turned to profit, thanks to a well-educated staff of zealous first-time techs and artists, who brought the indelible instincts of the lifelong gamer to the design table.
“Not a single person on the first Baldur’s Gate project had worked on a video game other than with us,” testified Muzyka.
Since then, success has been a frequent visitor to BioWare’s roomy Whyte Avenue digs, above Chapters at 105th Street.
In mid-2000, The Force beckoned the bosses when LucasArts Entertainment invited them to develop the first role-playing game in the Stars Wars universe.
“We were flabbergasted. We love Star Wars,” Zeschuk murmured reverently.
Their Star Wars: Knights of the Old Republic is to be unveiled at an unspecified date in 2002.
Of course, Zeschuk and Muzyka have been connoisseurs since the archaic gropings of Atari and Coleco.
Through high school, their undergrad years and University of Alberta med school, they habitually turned to their controllers for relaxation. And as fledgling physicians, their video leanings motivated them to write medical education software.
The rest unfolded with logical inevitability, and $100,000 in start-up cash. (They were thrilled to find how easy it was for three doctors – co-founder Aug Yip has moved on – to arrange a line of credit).
Making the most of their intelligence and common sense, the ex-medicos made all their own business decisions until the company grew beyond 80 employees. They have since offloaded some headaches by hiring a comptroller and an HR manager.
Meanwhile, there’s a temptation to drool over their perpetual-growth market. Estimates say 70 million U.S. homes will own a video game console by 2005.
But no matter how busy they get, the CEOs still love to conquer their competitors’ products. Anarchy Online, Dark Age of Camelot, Rogue Squad Leader, Return to Castle Wolfenstein . . .
So many games. So little time.






