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BioShock Infinite developers talk about what a mess its development was

BioShock Infinite developers talk about what a mess its development was

An excerpt from journalist Jason Schreier’s new book on game development, published on Polygon, tells a familiar story of triple-A game development: BioShock Infinite was a mess for much of its development, and many of its developers had to crunch for months to ship the game in 2013. Developers who spoke to Schreier talked about how “challenging” it was to work with Ken Levine. Many called the BioShock director a creative “genius” but said he often had trouble communicating his ideas or leading the 200-plus developers at Irrational. Since the excerpt’s publication, other former Irrational developers have shared their experiences on Twitter, offering more personal stories from their years working on BioShock Infinite.

“While waiting in the drink line at the gold party, I overheard two spouses of Irrational devs talking about how it was nice to have their SOs back—that the last year had felt like a divorce. I looked at my wife and asked if she felt the same… ‘yes'” tweeted developer Mikey Soden. “Here’s how Infinite changed me: I promised I would never do that to her again, and started looking for positions outside Irrational the following. I made a promise to myself, as a producer, that I would never do that to a team.”


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