|Genre||First Person Shooter|
|Platforms||Xbox 360, PlayStation 3, PC|
|Release date||26th March 2013|
|Summary||Indebted to the wrong people, Booker DeWitt has only one opportunity to wipe his slate clean. He must rescue Elizabeth, a mysterious girl imprisoned since childhood in the flying city of Columbia. Together, they learn to harness an expanding arsenal of weapons and abilities, as they fight along Sky-Lines and through the streets of Columbia, surviving the threats of the city and uncovering its dark secret.|
Programmers don’t generally have reels, but we do have blogs. I’ve been explaining the rendering work I did on BioShock Infinite quite a bit due to recent events, and I thought it made sense to write some of it down. For the bulk of development, I was the only on-site graphics programmer. As Principal Graphics Programmer I did quite a bit of implementation, but also coordinated and tasked any offsite rendering work.
Last year, BioShock Infinite boss Ken Levine pleaded with the world to stop making Elizabeth porn. It didn’t work.
Jorge Lacera has spent the last six years at Irrational Games, working on the BioShock series (he was lead artist on Infinite). If that top image looks familiar, that’s because we actually featured it a while back; today’s gallery however will have a lot of BioShock in it.
Yup, this is a thing now. Nathan DeLuca and Eve Beauregard are the cosplayers at the heart of this BioShock Infinite tribute, falling through the sky in the name of fancy dress.
Yesterday’s surprise news that Irrational Games, the studio behind the lauded BioShock series, is shutting down raised a number of questions, including what will become of the people who worked there making games.
Booker with his skyhook from Bioshock Infinite, redrawn by Jenny thorne on DeviantART. Looks really cool, just like a cell from a ’90s cartoon.
While in Berlin a couple of weeks ago, I had the great pleasure to be able to casually hang out with some of the developers from Yager, the studio responsible for Spec Ops: The Line. In 2012, I wrote a book about Spec Ops: The Line, and it was a revealing experience to be able to hang out with the people who made that game. As it was just a casual, off-the-record chat over beers, I am not going to regurgitate any of the conversations here. Suffice to say, as someone outside of development, they were absolutely fascinating.