Irrational Behavior Episode 3: How We Got Here

by IG.Collin on March 1 2010

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Telemarketer Ken Levine. Playboy illustrator Scott Sinclair.  This month’s episode of Irrational Behavior explores what we did before we began developing videogames.  This months episode highlights include the commiserations of former game store clerks, an artist who accidentally concealed a Satanic message in a Christian comic for children, and a confession from the man who claims to have created the deer in Golden Tee Golf.

Stay tuned to IrrationalGames.com for more content related to this month’s podcast.

Discuss this episode of Irrational Behavior over in the forum.

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Direct Download Episode 3

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Going to GDC? Talk with us! We’ll be there!

by IG.Collin on March 1 2010

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Are you going to GDC 2010?

Are you awesome at what you do?

Are you looking for a job at a world-class game studio?

Irrational Games would love to talk to you!  We are hiring talented people for our next huge creation, currently in development.  We’re looking for:

  • Multiplayer Level Builders
  • Multiplayer Level Designers
  • Senior Designer
  • User Experience Designer
  • Rendering Programmer
  • Gameplay Programmer
  • Xbox 360 Programmer
  • Playstation 3 Programmer

If you fit into one of the roles above and are attending GDC,  we want to talk to you!  Email GDC2010Jobs@irrationalgames.com with your contact information, and we can arrange a meeting at the conference.

For details on all of our open positions, visit our Careers page.

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Times Have Changed

by IG.Collin on February 18 2010

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February From the Vault

by IG.Collin on February 17 2010

15 comments
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From the Vault

Featured Employee: Robb Waters

by IG.Sarah on February 12 2010

23 comments
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Featured Employees

Happy Valentine’s Day

by IG.Collin on February 12 2010

23 comments
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Goodies

Irrational Behavior Episode 2: The Way Things Were

by IG.Collin on February 1 2010

28 comments

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Irrational was once a tiny team that made games on miniscule budgets. Today we’re much, much bigger and the budget’s grown along with the ambition of the group’s games. This month’s episode of Irrational Behavior explores what these changes have meant for the studio’s culture and the individuals who’ve been on board as the industry itself has had to adopt the professional practices of big business. Episode highlights include an insider take on the making of Thief, designers Dorian Hart and Alexx Kay waxing nostalgic on the days when they were allowed to do voice over work for Freedom Force, as well as the story of a mysterious onanist who secretly used artist Shawn Robertson’s office for forbidden self-pleasures.

Stay tuned to IrrationalGames.com for more content related to this months podcast.

Discuss this episode of Irrational Behavior over in the forum.

iTunes Link

Direct Download Episode 2

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What Might have Been

by IG.Collin on January 29 2010

47 comments

All games have secrets that stay locked away for years on end.  Creative Director Ken Levine sits down and reveals some of these secrets from 1999’s classic shooter System Shock 2.

Apocalypse Shock?

“The original story had the player going to a spaceship to assassinate a character similar to Colonel Walter Kurtz from Apocalypse Now,” says Creative Director Ken Levine. “We pitched the game to Paul Neurath at Looking Glass Studios based on a story outline I wrote and they gave us access to the Dark Engine which was used to make Thief.”

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