Chad Robertson

Chad Robertson



17 Sep

Hello Freelancers,

We’re nearing the end of the Cataclysm, so I wanted to talk about what’s coming for Anthem.

First, I’m proud of our team for creating a fun new experience for our players. It represents the largest post-launch update that we’ve delivered so far. We were humbly excited by the increase in player engagement we’ve seen with the Cataclysm. The team and I appreciate the response and support — it is what keeps us motivated to continue to improve Anthem.

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22 Feb

Hello again Anthem Community!

Today’s world-wide launch marks a big milestone for Anthem. Here at BioWare, we’re excited, and at the same time a little anxious.

Coming off our Early Access period, we un...

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04 Feb

Greetings to our Anthem Community!

I’m thrilled to share that our public demo weekend exceeded our expectations. Operationally, things were super smooth – our war rooms were tranquil this weekend, which is exactly how we like them.

Most importantly, your response was again overwhelmingly positive. We had more than 40M hours of play in the game across our two demo weekends. That’s incredible! We hope you all enjoyed the small taste of what’s to come with the full game. As developers, we remain humbled by your positive response to what we’ve built. Thank you so much for your support!

Of the many cool things we’ve seen from the community, the creativity around Javelin customizations has been mind-blowing. So many favorites, but here are several that caught our eyes:

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31 Jan

Hello Anthem Community!

Thanks for being here!

We’re hard at work to be ready for our public demo weekend, starting tomorrow, 2/1. This week has been focused on improving the player experience in the demo – that focus was based on our learnings and your feedback. For those of you that played last weekend, you should see significant improvement in multiple areas over last week.

While we are confident that these changes will improve this weekend’s experience for players, we’re also cognizant that we may see recurring and new issues. Our team will again be working around the clock to deal with any problems that arise so that all players can enjoy the game.  As always, you can use Answers HQ for help.

Our ongoing scale testing this week has gone well. We’re con...

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28 Jan

Hi, again!

It was an eventful VIP Demo weekend for BioWare. As I shared on Saturday, it started rocky, but we stabilized that afternoon and maintained it until we turned servers off Sunday evening. We learned a ton about our game, our service, and you, our community. We’re working hard to ensure everyone can enjoy the game exactly as we’ve designed it.

I’m particularly proud to be part of our amazing team across Austin and Edmonton. Their dedication and passion showed this weekend. Our war rooms in both locations were hot-beds of activity 24×7 all 3 days. We had fantastic support from EA and our partners.

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26 Jan

Yesterday was rocky. The first day of our VIP demo weekend did not go exactly as we planned, and I want to share what happened.

We’ve been testing the entire game and platform for several months, but there were a few things we missed; real-world play frequently leads to unexpected issues. Before I share details on this and what we’re still facing, I want to dispel one comment we’ve seen: that we under-planned for server capacity. To ensure stability, we intended to manage our servers to match the player population as it grew. Overall, we had excess capacity prepared for population increases, and continue to do so. That said, what’s important is that all parts of the game work as designed to meet players’ needs, and that did not happen in the opening hours.

While there are a number of issues we dealt with yesterday, the three primary areas were:

  1. Platform connections – this was caused by the spike in players entering the game when we opened...
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