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==Technology== Between 1998 and 2011, BioWare developed a number of in-house [[Game engine|video game engines]] to serve as technical basis for their games. Some of these engines were then licensed to other companies to develop their own games. Others came with [[Mod (video gaming)|modding toolkits]], allowing the [[fan community]] to implement original adventures using the technology of BioWare's games. BioWare created the Infinity Engine to use it as a core component for development of the [[Baldur's Gate|''Baldur's Gate'' series]] (1998–2001), which were [[2D computer graphics|2D]] [[role-playing video game]]s based on ''[[Dungeons & Dragons]]''. The engine was also used by [[Black Isle Studios]] to create the critically acclaimed ''[[Planescape: Torment]]'' (1999) and the [[Icewind Dale (series)|''Icewind Dale'' series]] (2000–2002). When [[Beamdog]] sought out a license from BioWare and started engineering enhanced versions of these games in 2012, they created an updated version of the Infinity Engine, referred to as the "Infinity Enhanced Engine" (alternatively Infinity Plus Engine or Infinity Bless Engine).<ref name="pcgamer1">{{cite magazine|url=http://www.pcgamer.com/icewind-dale-enhanced-edition-announced-at-pax/|title=Icewind Dale: Enhanced Edition announced at PAX|date=31 August 2014|magazine=PC Gamer|access-date=28 January 2015|archive-date=19 December 2014|archive-url=https://web.archive.org/web/20141219230340/http://www.pcgamer.com/icewind-dale-enhanced-edition-announced-at-pax/|url-status=live}}</ref> The {{visible anchor|Aurora Engine}} was the successor to the Infinity Engine, featuring [[3D computer graphics|full 3D]] environments, [[Real-time computer graphics|real-time]] lighting and shadows, and [[surround sound]].<ref>{{cite web |last=Shields |first=Jo |title=The new night |url=http://www.hexus.net/content/item.php?item=411 |publisher=HEXUS.net |date=27 August 2002 |access-date=19 May 2009 |archive-date=24 September 2019 |archive-url=https://web.archive.org/web/20190924170819/https://www.hexus.net/gaming/reviews/pc/411-neverwinter-night-pc/ |url-status=live }}</ref> BioWare used the Aurora Engine to produce their 2002 ''[[Neverwinter Nights (2002 video game)|Neverwinter Nights]]'', as well as two expansion packs. The game included the Aurora toolset, a collection of tools allowing users to create their own digital [[adventure module]]s to be played either in single-player or in online multiplayer. The toolset enjoyed great popularity among the modding community, with over a thousand fan-made modules produced in it within half a year after the release.<ref>{{cite web |url=https://www.gamedeveloper.com/design/postmortem-bioware-s-i-neverwinter-nights-i- |title=Postmortem: Bioware's ''Neverwinter Nights'' |last=Greig |first=Scott |date=4 December 2002 |work=[[Gamasutra]] |page=4 |access-date=19 January 2013 |archive-url=https://web.archive.org/web/20121111000517/http://www.gamasutra.com/view/feature/131327/postmortem_biowares_neverwinter_.php?page=4 |archive-date=11 November 2012|url-status=live |display-authors=etal}}</ref> [[Obsidian Entertainment]] (successor to Black Isle Studios) used an updated version of BioWare's Aurora, titled "Electron Engine", to produce ''[[Neverwinter Nights 2]]'' (2006) and its three expansion packs (2007–2009). Like the original, the Electron toolset was released with the game.<ref>{{cite web |url=http://www.nwn2toolset.dayjo.org/ |title=Neverwinter Nights 2 Toolset |access-date=9 June 2016 |url-status=live |archive-url=https://web.archive.org/web/20160721032754/http://www.nwn2toolset.dayjo.org/ |archive-date=21 July 2016}}</ref> The Polish studio [[CD Projekt Red]] used the Aurora Engine to develop ''[[The Witcher (video game)|The Witcher]]'', the 2007 video game adaptation of the [[The Witcher|Polish fantasy novel series]], although the [[Rendering (computer graphics)|rendering module]] was rewritten from scratch.<ref>{{Cite web |last1=Bayer |first1=Thilo |last2=Reuther |first2=Philipp |date=2022-10-27 |title=15 Jahre The Witcher 1: CD Projekt Reds erster Streich im Retro-Rückblick [Hinweis] |url=https://www.pcgameshardware.de/The-Witcher-Spiel-38484/Specials/Rueckblick-15-Jahre-1406048/ |access-date=2022-12-30 |website=PC Games Hardware |language=de |archive-date=30 December 2022 |archive-url=https://web.archive.org/web/20221230223935/https://www.pcgameshardware.de/The-Witcher-Spiel-38484/Specials/Rueckblick-15-Jahre-1406048/ |url-status=live }}</ref> BioWare used an updated version of the Aurora, titled the Odyssey Engine, to produce ''[[Star Wars: Knights of the Old Republic (video game)|Star Wars: Knights of the Old Republic]]'' in 2003 and their first original intellectual property role-playing game ''[[Jade Empire]]'' in 2005. The Odyssey Engine was the first BioWare engine to allow developing for [[video game console]]s, with both ''Knights of the Old Republic'' and ''Jade Empire'' originally released for the [[Xbox (console)|Xbox]] before being ported to the PC platform. Obsidian Entertainment used the Odyssey Engine to develop ''[[Star Wars Knights of the Old Republic II: The Sith Lords]]'' (2004), a sequel to the original ''Knights of the Old Republic''. BioWare maintained limited oversight on Obsidian's development of ''The Sith Lords'', as well as ''[[Neverwinter Nights 2]]''.<ref>{{cite web |url=http://www.ign.com/articles/2004/08/04/neverwinter-nights-2-officially-announced |date=4 August 2004 |website=IGN |access-date=9 June 2016 |title=Neverwinter Nights 2 Officially Announced |url-status=live |archive-url=https://web.archive.org/web/20160721032928/http://www.ign.com/articles/2004/08/04/neverwinter-nights-2-officially-announced |archive-date=21 July 2016}}</ref> The {{visible anchor|Eclipse Engine}} succeeded the Odyssey Engine and, among other things, supported [[PhysX]] hardware acceleration.<ref>{{cite web |url=http://www.ign.com/articles/2006/11/07/bioware-integrates-physx-into-eclipse |title=BioWare Integrates PhysX into Eclipse |last=Hatfield |first=Daemon |date=7 November 2006 |work=[[IGN]] |publisher=[[News Corporation (1980–2013)|News Corporation]] |access-date=19 January 2013 |url-status=live |archive-url=https://web.archive.org/web/20150904075010/http://www.ign.com/articles/2006/11/07/bioware-integrates-physx-into-eclipse |archive-date=4 September 2015}}</ref> It was used to produce ''[[Dragon Age: Origins]]'' (2009) and its expansion pack ''[[Dragon Age: Origins – Awakening|Awakening]]'' (2010). Like ''Neverwinter Nights'', ''Origins'' was released with a toolset to allow the players to run their own adventure modules on the Eclipse Engine.<ref>{{cite web |url=http://social.bioware.com/page/da-toolset |title=Dragon Age Origins Toolset |work=BioWare Social Network |access-date=19 January 2013 |url-status=live |archive-url=https://web.archive.org/web/20110420051612/http://social.bioware.com/page/da-toolset |archive-date=20 April 2011}}</ref> An upgraded version of the Eclipse Engine, internally known as the Lycium Engine, was used to produce ''[[Dragon Age II]]'' (2011).<ref>{{cite web |last=Hinkle |first=David |url=http://www.joystiq.com/2011/02/08/dragon-age-2-preview-a-shot-of-adrenaline/ |title=Dragon Age 2 preview: A shot of adrenaline |publisher=Joystiq |quote=While it might appear to run on a new engine, Dragon Age 2 employs an evolved version of Origins' Eclipse engine (now called the Lycium engine internally). |access-date=24 February 2011 |date=8 February 2011 |url-status=dead |archive-url=https://web.archive.org/web/20110213003729/http://www.joystiq.com/2011/02/08/dragon-age-2-preview-a-shot-of-adrenaline/ |archive-date=13 February 2011 }}</ref> In September 2004, BioWare acquired a license to use [[Unreal Engine 3]] from developer [[Epic Games]].<ref>{{cite web |url=https://www.gamesindustry.biz/bioware-licenses-unreal-engine-3 |title=BioWare Licenses Unreal® Engine 3 |website=GamesIndustry.biz |date=17 September 2004 |access-date=12 October 2022 |archive-date=12 October 2022 |archive-url=https://web.archive.org/web/20221012041739/https://www.gamesindustry.biz/bioware-licenses-unreal-engine-3 |url-status=live }}</ref><ref>{{cite web |url=https://www.eurogamer.net/news-170904-biowaresignsu3 |title=All-new BioWare title to use Unreal 3 tech |website=Eurogamer |date=17 September 2004 |access-date=12 October 2022 |archive-date=12 October 2022 |archive-url=https://web.archive.org/web/20221012041740/https://www.eurogamer.net/news-170904-biowaresignsu3 |url-status=live }}</ref> Unreal Engine 3 would ultimately be used to develop the original ''[[Mass Effect]]'' trilogy (2007–2012), as well as the remastered ''[[Mass Effect: Legendary Edition]]'' in 2021.<ref>{{cite web |url=https://www.gamespot.com/articles/why-mass-effect-legendary-edition-doesnt-use-unreal-engine-4/1100-6487003/ |title=Why Mass Effect: Legendary Edition Doesn't Use Unreal Engine 4 |website=GameSpot |date=3 February 2021 |access-date=12 October 2022 |archive-date=6 February 2021 |archive-url=https://web.archive.org/web/20210206190428/https://www.gamespot.com/articles/why-mass-effect-legendary-edition-doesnt-use-unreal-engine-4/1100-6487003/ |url-status=live }}</ref><ref>{{cite web |url=https://www.gamesradar.com/mass-effect-legendary-edition-uses-unreal-engine-3-for-good-reason-according-to-the-developers/ |title=Mass Effect: Legendary Edition uses Unreal Engine 3 for good reason according to the developers |website=GamesRadar+ |date=4 February 2021 |access-date=12 October 2022 |archive-date=6 February 2021 |archive-url=https://web.archive.org/web/20210206190428/https://www.gamesradar.com/mass-effect-legendary-edition-uses-unreal-engine-3-for-good-reason-according-to-the-developers/ |url-status=live }}</ref> In 2013, EA confirmed that all future games developed by BioWare will be made on [[DICE (company)|DICE's]] [[Frostbite (game engine)|Frostbite engine]].<ref>{{cite web |url=http://www.gamespot.com/news/next-mass-effect-and-dragon-age-games-using-frostbite-3-6406107 |title=Next Mass Effect and Dragon Age games using Frostbite 3 |last=Gaston |first=Martin |website=[[GameSpot]] |date=28 March 2013 |access-date=9 April 2013 |url-status=live |archive-url=https://web.archive.org/web/20130331005237/http://www.gamespot.com/news/next-mass-effect-and-dragon-age-games-using-frostbite-3-6406107 |archive-date=31 March 2013}}</ref> All of BioWare's games since the confirmation (''[[Dragon Age: Inquisition]]'', ''[[Mass Effect: Andromeda]], [[Anthem (video game)|Anthem]]'', and ''[[Dragon Age: The Veilguard]]'') were developed using Frostbite 3 as part of the general move towards a unified technology foundation across all of Electronic Arts' development studios.<ref>{{cite web |url=https://www.engadget.com/2013/11/19/electronic-arts-frostbite-battlefield-mass-effect/ |title=From Battlefield to Mass Effect: How one engine is shaping the future of EA Games |last=Seppala |first=Timothy J. |date=19 November 2013 |work=[[Engadget]] |access-date=14 December 2013 |url-status=live |archive-url=https://web.archive.org/web/20131214085053/http://www.engadget.com/2013/11/19/electronic-arts-frostbite-battlefield-mass-effect/ |archive-date=14 December 2013}}</ref><ref>{{cite web |url=https://www.usgamer.net/articles/ea-frostbite-engine-history-bioware-ea-sports |title=How the Frostbite Engine Became a Nightmare for EA in General, and BioWare in Particular |website=usgamer.net |date=15 April 2019 |access-date=12 October 2022 |archive-date=24 November 2020 |archive-url=https://web.archive.org/web/20201124004844/https://www.usgamer.net/articles/ea-frostbite-engine-history-bioware-ea-sports |url-status=live }}</ref>
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