The Evolution of BioShock
By Jonathan on Monday, October 15th, 2007 at 3:39 PM PST In Computer, Games, Games Industry, Microsoft

Games Radar has an interesting article up where they interview Hoagy De La Plante, the Senior Artist for BioShock. He discusses mostly how different aspects of the game were designed until they reached their final look. Some of the initial designs are a little surprising, like how the Little Sisters were originally imagined as slug-like creatures or the wheelchair-bound Big Daddy above. There are also several interesting concept sketches that show how the characters and settings evolved over the development process. You cna check out the full interview here.

That was really interesting.
After playing it for a while a week or so ago I’ve decided to buy it. The whole look and atmosphere in the game is a cut above pretty much everything else released this year imo.
I’m not having a dig but if this weren’t released for the PC I would have bought a 360 for this if/when it supports a mouse and keyboard. Is it true that you have to pause the game to select plasmids and weapons on the 360 version? That sucks. On the PC version you just switch between Weapons and Plasmids with the right click and scroll through them with the wheel.
It really does have atmosphere and not too many bugs.
I like the sorta melted big daddy. He looks awesome
It’s a very good read, I myself didn’t like the game. We’ll see if I like SS2.
if you didn’t like bioshock you wont like ss2. SS2 is bioshock’s cyberpunk older brother, they have the exact same gameplay mechanics.
Very cool. I love seeing the original concept art… and seeing where it ends up.
a big daddy in a wheel chair, that looks awesome, imagine a figurine of that…