The Art of Bioshock Infinite
In The Art of BioShock Infinite, delve deeper into the city of Columbia—the fabled floating metropolis that serves as a beacon of technology and achievement for the early 1900s! This deluxe hardcover features production designs and concept illustrations focusing on main characters Booker DeWitt, Elizabeth, and Songbird from the BioShock Infinite video game. See the evolution of Sky-Hooks, Heavy Hitters, the populace of Columbia, Vigors, airships, and much more!
* BioShock Infinite won over 75 video game awards, including Best Original Game and Best of Show!
* Introduction by creative director Ken Levine.
I’ve never written a foreword before, so you’ll have to bear with me on this one. What is BioShock without its look? A lot of games sell on features. BioShock sells on Rapture. Even when non-gamers see it, they say, “Man, I gotta check that out!” It’s a hard bridge to gap, in an industry where almost everything is either Aliens sci-fi, Lord of the Rings high fantasy, or Saving Private Ryan well, you know. But the BioShock art team has pulled this off. So when Elizabeth Tobey, the BioShock
community manager asked me to write a forward to the art book, I couldn’t help but turn it into a love letter. Every single one of the artists blew me away, but here’s the thing I’ll remember most from each of them. WARNING SPOILERS AHOY – DON’T READ UNTIL YOU’VE PLAYED! B oston Scott Sinclair The statue of Atlas in the Kashmir. It’s the first thing he built after coming back to Irrational after a stint on Guitar Hero, and it sort of set the tone. Oh, yeah – he art directed everything else.
BioShock took years, beginning when the game was set in a place and time vastly different than what it is today. Once more fantastical monsters, you can see the progression as Rapture came to life and the enemies turned from horrors into things that clearly once were people with lives - lives that went very wrong. The Big Daddies concepts were fairly set since they first were dreamed up on paper, but their execution, and mobility, changed over time, until they found their
ocean it so callously believed it could keep out. © 2002-2007 Take-Two Interactive Software and its subsidiaries. Developed by 2K Boston and 2K Australia. BioShock, 2K Games, 2K Boston, 2K Australia, the 2K logo, the 2K Boston logo, 2K Australia logo, and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc. in the USA and/or foreign countries. The ratings icon is a trademark of the Entertainment Software Association.
end of the Medical area. Ben Shore Ben came in moderately late and got the unenviable task of making the entire 360 interface for a game whose design was shifting moment to moment. Working (literally) side by side with interface programmer Jake Etgeton, Ben created Irrational’s first truly beautiful interface. Ben’s not only freakishly talented; he understood the technology enough to squeeze the engine for texture memory until it cried Uncle. Laura Zimmerman Second place goes to the