|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.|
The two “real” bottles of BioShock Infinite vigor we posted about last year were nice, but you know what, these two might be ever nicer.
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.