Today I talk to the masterminds in Australia who have been working day and night to make BioShock the best shooter ever released for the PC. We discuss system requirements, graphics cards, and they talk about how they reworked the game from the botto
Ken Levine joins me today to talk about Andrew Ryan, the founder of Rapture and the mastermind who made the city under the sea. Ken gives insight into the creative process behind dreaming up such a character, and also fills in a little backstory behi
Josh Downer and Ian Bond talk about the physics that make BioShock run. They detail some of the most daunting tasks of the game and give an inside look at what makes the creatures in Rapture look so alive.
Today I talk with Shawn Robertson, Lead Animator, and Grant Chang, Animator, about the animations of BioShock, and how they were created and perfected.
I sat down with Ken Levine, Creative Director at Irrational Games, and asked him the tough questions many in the media, and on the forums, have been posing about the Little Sisters in BioShock. In this podcast, Ken and I talk about what the Little Si
Ken is back with Eric and me to talk about the evoltuion of BioShock over the years, from when it was but a gleam in his eye. He talks about the different iterations of the game, and the hurdles he encountered while developing the game.
Today we are joined by Dean Tate, Designer, and Chris Kline, Lead Programmer, to talk about their experiences working at Irrational and on BioShock, as well as how they got into the gaming industry, and where some of their inspiration comes from.
For our third BioShock podcast, Eric and I talk with Ken Levine again, but this time take a closer look at the world behind the game. We explore the city of Rapture, and get a little bit more backstory about this secret underwater utopia that went ho
Today I am joined by 2K Marketing Coordinator Eric Monacelli and Ken Levine to talk about Player Choice in BioShock. We talk about the variety of playstyles that you can toy with in Rapture, and the diversity of the world itself. Ken is really in his
An interview with Melissa Miller, a 2K producer working on BioShock. She's spent several weeks up in Boston, logging hundreds of hours playing BioShock in its various stages of development, and could be called the resident guru of the game. At times,