Wednesday, August 15, 2007

 

BioShock Post Mortem

So at last night's Boston Post Mortem we featured a great talk by Ken Levine of Irrational 2K Boston, along with two of his leads. It wasn't a formal presentation, there was no PowerPoint or anything like that. Just three guys and a mic. Yet it was not a hip-hop freestyle battle.

Ken and crew talked about how BioShock went from a basic idea, just a high-level concept, through its various iterations while the game was being pitched and prototyped, to what it is today. He also covered the way that they pitched the game to journalists early on, and how that changed over time as the pitch became less targeted towards a hardcore three-year-early preview kind of audience and more towards a hopefully multi-million selling blockbuster audience.

Here are a few tidbits I remember from the night. I kind of wish I took notes! (Funny hearing that from me, right?) Please correct me if I've mis-remembered any of this stuff.

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A sea slug? Really?
 
Apparently the slug got bigger and bigger as it fed on more Adam. It was conceptually cool and had a neat model, but didn't have the emotional resonance.
 
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