Thank you very much.
I will quickly provide some background about myself. I have been in the industry for 12 years, all with BioWare ULC. I'm a chartered accountant by training. I was their CFO for eight of those years. Since then, I have been the senior director of business planning and development.
BioWare ULC has two studios in Canada. The original studio was formed in 1995 in Edmonton, Alberta. We also have a studio in Montreal, which is a more recent addition. It has been in construction for about the last four years. We have been building up that team in a greenfield way. Between the two studios, we have 400 people: about 325 people in Edmonton, and 75 people in Montreal. The company was founded by two medical doctors who just retired last month. They were actively involved in the company from day one. They created a very creative environment. Our core values at the studio are quality in our games and at our workplace. We bring employees in from around the world who want to work on our games, but who also enjoy the benefits of being at a studio that fosters creativity and takes care of them and their families.
In 1995, we were founded in Edmonton. We started releasing games in 1996. Our first game was Shattered Steel. We make predominantly HD-type games, or larger games. These would be played on PCs or the major consoles. The two console manufacturers we have been creating games for are the PlayStation, which is the Sony platform, and the Xbox, which is Microsoft's platform. Most recently, with the velocity of technological change and with tablets and smart phones becoming ubiquitous throughout our industry, we have also started developing for those platforms as well.
From our perspective in terms of the quality in the games, ours are role-playing games. They are very story-driven, so decisions that you make in the game through conversation actually affect how the game plays out for you. It's almost like playing a living novel. Even though it is technologically driven, as my companion here noted, we also have a lot of designers, writers, artists, and animators. This is a very diverse group of people. We too find there are only certain programs within universities in Canada that can support the types of skill sets we need. We find that we are also having to bring people in from around the world to work on our games.
I think that is pretty much it. Martin covered most of the industry stuff; I don't really have much else that I can add to that.