![]() Security guard, construction contractor: these were blue-collar video game players. Ken Levine, the game's creative director, held a clipboard that listed the strangers' names and their vocations (all of whom were in their twenties). After five years of arduous development, during which time the game's setting had shifted from an abandoned space station overrun with alien eels to a deep sea utopia project gone wrong, the team was about to see whether all of the toil, all of the late nights and all of the seven-day weeks had been worth the effort. As a huddle of strangers entered the adjacent room, unaware that they were being watched, the team from Irrational Games fell silent. That morning, a dozen senior members of BioShock's beleaguered development team shuffled into a hidden room in the centre of the city, and stood to face a pane of one-way glass. Enjoy!ΔΆ5th January 2007 was a cold day, even by the harsh standards of a Boston winter. ![]() Now that BioShock: The Collection is here, we thought it might be interesting to revisit the original game's troubled development. ![]()
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