Last night BAFTA Games were joined by Ken Levine, creative director and co-founder of Irrational Games, at The Princess Anne Theatre in Piccadilly for a very interesting Bioshock Q&A session.
Levine talked about storytelling, character development, taking risks in games and many other game-related (and Bioshock-related) stuff.
In the first half of the evening, Levine gave a presentation outlining his main aims for BioShock Infinite. He talked about the importance of “emotionally connecting gamers with the characters”, something he sees as a hallmark of the BioShock series. Levine then showed the complex process of creating the range of emotions for the AI of Elizabeth; from the voiceover to the motion-captures.
In the second part, Simon Parkin (from The Guardian) interviewed Levine on how his career developed, and what advice he could offer to those trying to break into the game industry. Levine was keen to emphasise the great luck he has had in his career. First, his discovery that he had a gift for writing and secondly, the opportunity he got to work on Thief: The Dark Project having never written for games before.
However, he also underlined that new developers must be willing to work incredibly hard: “It took us four months of talking before I wrote BioShock Infinite over two drafts”.
It is clear that Bioshock Infinite will be taking his company’s mission to its most ambition point to date.