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	<title>Irrational Games &#187; From the Vault</title>
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	<link>http://irrationalgames.com</link>
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		<title>From The Vault: Freedom Force</title>
		<link>http://irrationalgames.com/insider/from-the-vault-freedom-force/</link>
		<comments>http://irrationalgames.com/insider/from-the-vault-freedom-force/#comments</comments>
		<pubDate>Thu, 19 Apr 2012 13:20:55 +0000</pubDate>
		<dc:creator>IG.Ratana</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Freedom Force]]></category>
		<category><![CDATA[From the Vault]]></category>
		<category><![CDATA[Insider]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=25131</guid>
		<description><![CDATA[2012 isn’t just when the Mayans think the world’s going to end, it’s also the 10 year anniversary of Freedom Force, Irrational’s take on comic-books. Most fans know the game was followed 3 years later by Freedom Force vs. The 3rd Reich. What many don’t know is that there were two other sequels in the works.]]></description>
			<content:encoded><![CDATA[<p>2012 isn’t just when the Mayans think the world’s going to end, it’s also the 10 year anniversary of Freedom Force, Irrational’s take on comic-books. Most fans know the game was followed 3 years later by Freedom Force vs. The 3rd Reich. What many don’t know is that there were two other sequels in the works.<br />
<a href="http://irrationalgames.com/files/2012/04/FF2_logo.jpg"><img class="alignnone size-full wp-image-25156" title="FF2_logo" src="http://irrationalgames.com/files/2012/04/FF2_logo.jpg" alt="" width="480" height="232" /></a><br />
“We had actually had two games we almost made,” recalls Ken Levine, Creative Director at Irrational Games. “One was set in the Bronze Age of comics – the ‘70s – and Robb Waters [long time concept artist at Irrational] actually did a huge raft of concepts for it, and then we had a game called “Freedom Force Console” which was going to be a console game, more action oriented, and that was going to be more modern day.”</p>
<p>The dip back into the bronze age wasn’t totally lost however.  Gamers who bought Freedom Force vs. The 3rd Reich got a glimpse of four of these original concepts:</p>
<p>The Bullet, Eve, The Ant, and El Diablo&#8230;</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2012/04/the-bullet-2.jpg"><img class="alignnone size-medium wp-image-25611" title="the bullet (2)" src="http://irrationalgames.com/files/2012/04/the-bullet-2-210x296.jpg" alt="" width="210" height="296" /></a><a href="http://irrationalgames.com/files/2012/04/eve.jpg"><img class="alignnone size-medium wp-image-25626" title="eve" src="http://irrationalgames.com/files/2012/04/eve-127x296.jpg" alt="" width="127" height="296" /></a><a href="http://irrationalgames.com/files/2012/04/ant-70s.jpg"><img class="alignnone size-medium wp-image-25606" title="ant-70's" src="http://irrationalgames.com/files/2012/04/ant-70s-143x296.jpg" alt="" width="143" height="296" /></a><a href="http://irrationalgames.com/files/2012/04/el-diablo.jpg"><img class="alignnone size-medium wp-image-25621" title="el diablo" src="http://irrationalgames.com/files/2012/04/el-diablo-158x296.jpg" alt="" width="158" height="296" /></a></p>
<p>But dozens of characters have remained stuck in the archives, until now. “Robb did a lot of characters that never made it into the game,” recalls Ken. “It was an embarrassment of riches.  For every character I’d come up with, he’d then draw another 5.”</p>
<p>So let us introduce a few for the first time anywhere. Ladies and gentlemen, Computress!</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2012/04/COMPUTRESS.jpg"><img class="size-medium wp-image-25616 aligncenter" title="COMPUTRESS" src="http://irrationalgames.com/files/2012/04/COMPUTRESS-206x296.jpg" alt="" width="206" height="296" /></a></p>
<p>Computress’ big distinction was that she was an extension of one of Freedom Force’s classic Villains, Mr. Mechanical. “She was intended to be his ultimate creation – a sort of a Bride of Frankenstein thing,” says Waters. But like all evil creations in comic books, things would have gone wrong right from the start. “She’d up killing him, and then seeing all humans as inferior beings to be conquered by an army of cyborgs in order to take over the world.”  And while the plotline never panned out, Waters still has fond memories of what might have been.  “I thought it would be great to have her enslave microwave in sort of a love tryst!”</p>
<p>Most of the unused characters in Freedom Force, however, weren’t directly tied to the existing plotline.  Witness Young Star, the Man Who Was Never Born!</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2012/04/YOUNG-STARR.jpg"><img class="size-medium wp-image-25166    aligncenter" title="YOUNG-STARR" src="http://irrationalgames.com/files/2012/04/YOUNG-STARR-237x296.jpg" alt="" width="237" height="296" /></a></p>
<p style="text-align: left">“This character was inspired by the cosmic themes that were prevalent in the ‘70s,” explains Waters. “I started with the name and drew inspiration from the outlandish KISS costumes.” When Ken Levine saw the original concept, he coined the tag line  “the man who was never born.” And what does that actually mean? “I’m not sure,” says Waters, “but it sounded great and it would have been fun trying to explore that fiction.”</p>
<p>Occasionally, characters would get off the page enough to develop a life of their own, complete with powers and descriptions.  Such was the case with one unused villain – Shifty:</p>
<p><a href="http://irrationalgames.com/files/2012/04/shifty-morph.jpg"><img class="alignnone size-large wp-image-25631" title="shifty-morph" src="http://irrationalgames.com/files/2012/04/shifty-morph-480x281.jpg" alt="" width="480" height="281" /></a></p>
<p><a href="http://irrationalgames.com/files/2012/04/shifty-action.jpg"><img class="alignleft size-full wp-image-25181" title="shifty-action" src="http://irrationalgames.com/files/2012/04/shifty-action.jpg" alt="" width="480" height="349" /></a></p>
<p>“This was to be an attempt at making a stretchy plastic-man type character,” says Waters.  A key to the appeal of the Freedom Force series was its homage to many super hero tropes – but always with a signature Irrational twist.  “I saw him as a whimsical villain. He could re-shape in ways that would give him appropriate abilities, such as steamrolling enemies as a giant bowling ball and flying as a pterodactyl.”</p>
<p>Another &#8220;homage&#8221; character was the unused super, Primordial:</p>
<p><a href="http://irrationalgames.com/files/2012/04/ATTACK-1.jpg"><img class="alignnone size-large wp-image-25636" title="ATTACK 1" src="http://irrationalgames.com/files/2012/04/ATTACK-1-480x381.jpg" alt="" width="480" height="381" /></a></p>
<p><a rel="attachment wp-att-25186" href="http://irrationalgames.com/insider/from-the-vault-freedom-force/attachment/attack/"><img class="alignnone size-full wp-image-25186" title="ATTACK" src="http://irrationalgames.com/files/2012/04/ATTACK.jpg" alt="" width="480" height="398" /></a><br />
“This was my tip of the hat to the 70’s swamp-men of comics,” recalls Waters. “He was sort of the 70’s tree-hugger character. He just wanted to heal mother earth at any price. He wasn’t necessarily a bad guy in this way – he’s just blinded by his beliefs.”</p>
<p>And sometimes, it’s not that a character didn’t quite fit. Sometimes, they actually fit too well. Witness the straight-down-the-middle Thunderclap!</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2012/04/thunder-clap.jpg"></a><a href="http://irrationalgames.com/files/2012/04/thunder-clap.jpg"><img class="size-medium wp-image-25641 aligncenter" title="thunder clap" src="http://irrationalgames.com/files/2012/04/thunder-clap-161x296.jpg" alt="" width="161" height="296" /></a></p>
<p style="text-align: left">“ I love his design,” says Waters fondly. “But I think he was maybe a bit to on the nose, even for Irrational.” A quick look at the picture tells you pretty much everything you’d ever need to know about this Native American hero. “With a thunderous clap of his hands he would be able to generate an electric bolt to strike his foes down.”</p>
<p>And finally, some characters were designed as tributes that never quite made the cut.  Such was the case with Outback.</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2012/04/OUTBACK.jpg"><img class="size-medium wp-image-25646           aligncenter" title="OUTBACK" src="http://irrationalgames.com/files/2012/04/OUTBACK-176x296.jpg" alt="" width="176" height="296" /></a></p>
<p style="text-align: left">“I needed a new villain and wanted to finally tip my hat to our Australian team,” recalls Waters. “I thought he could be a sort of Kraven the Hunter [enemy of Spider Man] meets Crocodile Dundee.  He would make sport of hunting down various members of Freedom Force to claim as his ultimate trophies.”</p>
<p>While it’s fun to think of what might have been, the good news is that thanks to distribution platforms like Steam, the games are still playable on modern PCs – and hold up quite well given their age. “I actually just started replaying Third Reich again,” confesses Ken. “I love the franchise. Because they were comic book characters, and intentionally simple, I don’t look at it and think ‘man I wish we’d had another million polygons.’”</p>
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		<title>From The Vault: The Lost</title>
		<link>http://irrationalgames.com/insider/from-the-vault-the-lost/</link>
		<comments>http://irrationalgames.com/insider/from-the-vault-the-lost/#comments</comments>
		<pubDate>Tue, 15 Nov 2011 15:52:06 +0000</pubDate>
		<dc:creator>ig.eduardo</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[From the Vault]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[community]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=21156</guid>
		<description><![CDATA[You may have seen our previous installment of From The Vault featuring the art of the ditched Irrational Games project The Lost, but the story doesn’t end there. We sat down with Irrational Games Design Director Bill Gardner to guide us through this experience and get a better idea of what happened to The Lost.]]></description>
			<content:encoded><![CDATA[<p>You may have seen our previous installment of <a href="http://irrationalgames.com/insider/from-the-vault-september-2010/" target="_blank">From The Vault</a> featuring the art of the ditched Irrational Games project <em>The Lost</em>, but the story doesn’t end there.<em> The Lost</em> was in development for a while, but things weren’t quite panning out for the game. We sat down with Irrational Games Design Director Bill Gardner to guide us through this experience and get a better idea of what happened to <em>The Lost</em>.</p>
<p>Just after the launch of <em>System Shock 2</em>, Irrational Games had the opportunity to make its first console game, and the team had something just in mind. <em>The Lost</em> was Irrational’s new adventure being built for the PlayStation 2, and eventually the XBox, incorporating influences from across the spectrum. “<em>The Lost</em> was a bit of everything,” Gardner recalls about the adventure/horror project. “It was <em>Silent Hill</em> meets <em>Zelda</em> meets <em>Devil May Cry</em> in the sense that it was a series of levels in linear fashion, but within the levels, there was freedom.”</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/09/thelost-icefloesmap.jpg"><img title="thelost-icefloesmap" src="http://irrationalgames.com/files/2010/09/thelost-icefloesmap-480x414.jpg" alt="" height="230" /></a> <a href="http://irrationalgames.com/files/2010/09/thelost-giantlevel.jpg"><img title="thelost-giantlevel" src="http://irrationalgames.com/files/2010/09/thelost-giantlevel-480x596.jpg" alt="" height="230" /></a></p>
<p>In the summer of 2003, the small team finished production on <em>The Lost</em>, but it was never published in North America. In the end, Irrational decided the game wasn’t up to their quality standards.</p>
<p>In 2005, things changed for <em>The Lost</em> when Irrational’s Creative Director Ken Levine met the CEO of a development studio in India called FXLabs. This fellow was hoping to bring more of the gaming industry to the Indian market. The pitch was to take the final finished version of <em>The Lost</em>, port it to PC only, and repurpose the game for the Indian market. The idea was approved, and localization of this port was under way.</p>
<p>“They spent about a year or so after we gave them all game assets and they periodically checked in,” says Gardner. “Finally, someone sent around a link to this YouTube video of the trailer for the game, and it had a bunch of Bollywood actors in it. There was this really well known Bollywood actress in the lead role, and just to see their spin on the game was a bit of cross-culture shock.”</p>
<p><em>*Disclaimer: We don&#8217;t speak the language, so we have no idea of what&#8217;s being said in this video. We apologize in advance if this is offensive to anyone in any way.</em></p>
<p><a href="http://irrationalgames.com/insider/from-the-vault-the-lost/"><em>Click here to view the embedded video.</em></a></p>
<p>A few months later, <em>The Lost</em> was released and a few team members managed to get copies for themselves. Gardner recalls how surreal it was to the western eye, as the game was more or less the same when it came to the design. Beat for beat, the game was the same – the flow, the level structure, the weapons remained unchanged, but it was repurposed and redubbed for a different market. “You’re playing this game, this otherworldly version of a game you spent a couple of years working on, and it’s just weird,” comments Gardner. “You can’t wrap your head around how bizarre this is.”</p>
<p>With all the considerations and frustrations involved, this hasn’t turned the team off in the slightest. In fact, Gardner has found the upside to it all. “We wouldn’t have been able to make <em>BioShock</em> if it weren’t for <em>The Lost</em>. In a lot of ways, it was what <em>BioShock</em> wound up becoming. We had said with <em>The Lost</em>, we wanted to take a lot of what made <em>System Shock 2</em> successful,” says the design director. “We learned so much from it, and learning to interface on a console game, while accounting for the tech aspects and considerations on all sides was, frankly, helpful.”</p>
]]></content:encoded>
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		<slash:comments>15</slash:comments>
		</item>
		<item>
		<title>From the Vault: Dungeon Duel</title>
		<link>http://irrationalgames.com/insider/from-the-vault-dungeon-duel/</link>
		<comments>http://irrationalgames.com/insider/from-the-vault-dungeon-duel/#comments</comments>
		<pubDate>Thu, 22 Sep 2011 15:53:42 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[From the Vault]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[Chris Kline]]></category>
		<category><![CDATA[Dungeon Duel]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Nate Wells]]></category>
		<category><![CDATA[Robb Waters]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=18081</guid>
		<description><![CDATA[In 2002, Irrational did preliminary work on a never-completed RTS card game hybrid for consoles. Here are that project's remains.]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-18091" title="dungeonduel_story" src="http://irrationalgames.com/files/2011/08/dungeonduel_story.jpg" alt="" width="480" height="329" /></p>
<p>If you keep up with our blog and podcasts, you&#8217;ve heard about how we throw a lot of work away. Some pitches, like <em><a href="http://irrationalgames.com/insider/from-the-vault-the-monster-island-pitch/">Monster Island</a></em>, never make it past the documentation stage. Others, like newly-rediscovered RPG/RTS hybrid <em>Dungeon Duel</em>, get more than a handful of assets developed before being ultimately consigned to Irrational&#8217;s own dustbin of history.</p>
<p><em>Dungeon Duel</em> was in development back in 2002, so it took some asking around to find Irrational staffers who still remembered working on it. As it turns out, technical director Chris Kline dug up a folder full of ancient email attachments showing game materials in various stages of completion. A lot of the folks listed in those decade-old CC lists still work here&#8211;art director Nate Wells, lead artist Shawn Robertson, concept artist Robb Waters, and creative director Ken Levine&#8211;not to mention Kline, of course.</p>
<p>As described in the pitch, &#8220;<em>Dungeon Duel</em> combines fast-paced RTS strategy with the addictiveness of card game trading in a unique fantasy setting&#8211;a true RTS game built specifically with consoles and their controllers in mind.&#8221; You can <a href="http://downloads.2kgames.com/irrational/artwork/dungeonduel/irrationalgames_dungeonduel.pdf">download the whole document as a PDF</a>, including numerous pieces of artwork and mockups.</p>
<p>The concept art seen above was created by Robb Waters. Here are some more pieces we dug up while researching this forgotten bit of the studio&#8217;s past:</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2011/08/image_cryptfight.jpg"><img class="aligncenter size-large wp-image-18096" title="image_cryptfight" src="http://irrationalgames.com/files/2011/08/image_cryptfight-480x393.jpg" alt="" width="480" height="393" /></a><em>Sketched concept of what a built-out scene might look like.</em></p>
<p style="text-align: center"><em><a href="http://irrationalgames.com/files/2011/08/image_partysheet.jpg"><img class="aligncenter size-large wp-image-18106" title="image_partysheet" src="http://irrationalgames.com/files/2011/08/image_partysheet-480x336.jpg" alt="" width="480" height="336" /></a></em><em>Party and inventory sheet concept.</em></p>
<p style="text-align: center"><em><a href="http://irrationalgames.com/files/2011/08/image_fighter_concept-to-model.jpg"><img class="aligncenter size-large wp-image-18441" title="image_fighter_concept-to-model" src="http://irrationalgames.com/files/2011/08/image_fighter_concept-to-model-480x287.jpg" alt="" width="480" height="287" /></a>Fighter class concept and in-game model.</em></p>
<p style="text-align: center"><em></em><em><a href="http://irrationalgames.com/files/2011/08/image_boardconcept.jpg"><img class="aligncenter size-large wp-image-18126" title="image_boardconcept" src="http://irrationalgames.com/files/2011/08/image_boardconcept-480x362.jpg" alt="" width="480" height="362" /></a></em><em>Environment concept created by Nate Wells.</em></p>
<p style="text-align: center"><em><a href="http://irrationalgames.com/files/2011/08/image_mockupscreen.jpg"><img class="aligncenter size-large wp-image-18101" title="image_mockupscreen" src="http://irrationalgames.com/files/2011/08/image_mockupscreen-480x334.jpg" alt="" width="480" height="334" /></a></em><em>In-game mockup based on Nate&#8217;s map concept.<br />
</em></p>
<p style="text-align: left">We have to commend Chris Kline for somehow failing to lose track of these materials after nearly a decade. That&#8217;s why he makes the big bucks.</p>
]]></content:encoded>
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		<slash:comments>16</slash:comments>
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		<item>
		<title>From the Vault: The Audio Incident</title>
		<link>http://irrationalgames.com/insider/from-the-vault-the-audio-incident/</link>
		<comments>http://irrationalgames.com/insider/from-the-vault-the-audio-incident/#comments</comments>
		<pubDate>Wed, 15 Dec 2010 16:00:41 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[From the Vault]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[Chris Remo]]></category>
		<category><![CDATA[Foolish ideas]]></category>
		<category><![CDATA[Hilarity]]></category>
		<category><![CDATA[Jeff Seamster]]></category>
		<category><![CDATA[Pat Balthrop]]></category>
		<category><![CDATA[Sarah Rosa]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=9476</guid>
		<description><![CDATA[In our most shocking From the Vault feature yet, the audio department plunges recklessly into physical danger in search of some really sweet sound effects.]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-large wp-image-11121" title="fromthevault_electrocution_incident_story" src="http://irrationalgames.com/files/2010/12/fromthevault_electrocution_incident_story-480x299.jpg" alt="" width="480" height="299" /></p>
<p>The Irrational audio department is hiding a secret—trying to keep the details of a certain incident hidden from the rest of the team. What they didn&#8217;t count on was the public release of a telling sound recording.</p>
<p>The story begins with a bizarre, arcane device: the <a href="http://www.meridianinstitute.com/eaem/master1/mastcont.html">Master Violet Ray</a>. Marketed in the early 20th century as a miracle device cure for just about any ailment, the Violet Ray is little more than a handle that powers a glass tube attachment filled with neon, argon, or helium. Touching a powered Violet Ray creates a tingling sensation whose intensity can be increased with a power dial.</p>
<p>Audio team members Jeff Seamster and Pat Balthrop acquired the device from senior designer Forrest Dowling. They were hoping simply to record some unique electrical sounds for <em>BioShock Infinite</em>, but the evidence shows they got more than they bargained for:</p>
<p style="text-align: center"><br />
<span><em> If the audio player doesn&#8217;t work, please refresh the page.</em></span></p>
<p>The following interview was conducted following the incident to shine further light on the matter:</p>
<p><strong>Sarah Rosa: </strong>What were your impressions of the device?</p>
<p><strong>Jeff Seamster: </strong>There’s a manual that tells you what it’s supposed to be for, but when you pull it out of the box it looks like an implement of torture or something meant to hurt a cow.</p>
<p><strong>Chris Remo: </strong>It’s definitely a machine that <em>does</em> something to another thing. It is definitely an active verb.</p>
<p><strong>Jeff: </strong>Electricity is such a difficult sound effect to get real material for, so every time we get the opportunity to record some electricity, we say, “Yes, get that!”</p>
<p><strong>Chris: </strong>So before you recorded it, you had never turned it up that high?</p>
<p><strong>Jeff: </strong>No. We were totally noob about this device. We had no idea what we were doing and yes it had a manual and no we did not read that manual.</p>
<p><strong>Sarah: </strong>Kristina [Drzaic, narrative designer] told me she warned you to wear rubber gloves.</p>
<p><strong>Pat Balthrop: </strong>Lies.</p>
<p><strong>Sarah: </strong>And she said she told you guys to keep it turned down.</p>
<p><strong>Jeff: </strong>No way.</p>
<p><strong>Sarah: </strong>Are you lying to me?</p>
<p><strong>Jeff: </strong>Obviously the first thing we’re going to do is turn it up to the max and see how much juice we can get out of it.</p>
<p><img class="aligncenter size-full wp-image-11126" title="fromthevault_electrocution_violetray_story" src="http://irrationalgames.com/files/2010/12/fromthevault_electrocution_violetray_story.jpg" alt="" width="480" height="291" /></p>
<p><strong>Pat: </strong>Scott [Haraldsen, audio lead] was smart. He wouldn’t even go into the booth. He ran the recording session.</p>
<p><strong>Jeff: </strong>It’s not very high-tech. It’s just got a two-prong plug. Important: not grounded.  There’s a knob with no indicator; you don’t know how high you’re turning it. You can keep turning it and you have no idea what’s happening. It’s just a weird thing with a black handle and something is happening with electricity on the inside.</p>
<p>The attachments were very exciting, because they have the cool purple light inside the glass like one of those plasma balls you put your hands on.</p>
<p><strong>Pat: </strong>And it hurt a bit.</p>
<p><strong>Chris: </strong>So you did start to get a warning of what it could do.</p>
<p><strong>Jeff: </strong>We heard you could put it right up to the skin, but it was just a low hissy buzz, so we decided, &#8220;Let’s pump up the jams!&#8221; Then we were getting some nice arcs. You could hold your finger a couple inches away from it and get some good &#8220;zot!&#8221; sounds.</p>
<p>So we were like, &#8220;What else can we shock? Let’s shock the mic stand, let’s shock the back of your hand, let’s shock everything! There’s a piece of sheet metal in here! Maybe we can do something with that!&#8221;</p>
<p>Pat picked up the sheet metal, and I think my knee was resting against Pat’s leg at the time…</p>
<p><strong>Sarah: </strong>So you were both conducting.</p>
<p><strong>Jeff: </strong>…Yes. We got the mic really close to the sheet metal, then there was a huge spark. It must have been a four-inch long spark. Then it arcs over to the metal, I feel a huge jolt, and my leg seizes up. Pat flings back because he’s been completely electrocuted. We’re both yelling and trying to see if we have any burns or permanent damage, we can hear Scott laughing at us through the headphones, and Pat is still sitting there with this sheet metal going, “Get this shit away from me, man!”</p>
<p>At that point we pulled the plug.</p>
<p><strong>Pat: </strong>But it was worth it, because it sounded awesome.</p>
<p><strong>Chris: </strong>Are you going to use the sound? It’s a pretty amazing sound.</p>
<p><strong>Jeff: </strong>Of course we are.</p>
]]></content:encoded>
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		<slash:comments>39</slash:comments>
<enclosure url="http://downloads.2kgames.com/irrational/101215_irrationalgames_fromthevault_electrocution.mp3" length="479715" type="audio/mpeg" />
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		<title>From the Vault: The Monster Island Pitch</title>
		<link>http://irrationalgames.com/insider/from-the-vault-the-monster-island-pitch/</link>
		<comments>http://irrationalgames.com/insider/from-the-vault-the-monster-island-pitch/#comments</comments>
		<pubDate>Wed, 27 Oct 2010 16:48:34 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[From the Vault]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[Jorge Lacera]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Monster Island]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=9996</guid>
		<description><![CDATA[Check out a never-before-seen pitch for the undeveloped Irrational game Monster Island.]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-10046" title="fromthevault_monsterisland_story" src="http://irrationalgames.com/files/2010/10/fromthevault_monsterisland_story.jpg" alt="" width="480" height="305" /></p>
<p><em>“Stop, you fools! Your puny weapons won’t stop that monstrosity…they’ll just make it stronger!” –Dr. Von Eckhardt, Scientist</em></p>
<p>Many game ideas never make it to store shelves, and Irrational Games has its share of discarded pitches. Among those is the destruction-happy <em>Monster Island</em>, as described in a recently-unearthed document penned by Ken Levine nearly a decade ago.</p>
<p>Inspired by mythological creatures throughout history&#8211;but most significantly Godzilla and other Japanese film monsters from the 1950s on&#8211;<em>Monster Island</em> would have allowed players to control either a giant rampaging beast or the forces trying desperately to keep the monster at bay.</p>
<p>The pitch promised some 20 monsters, a living city, heavily destructible environments, and a dynamic civil defense network. Its premise and mechanics actually date back to a pen-and-paper game Levine wrote a further 10 years prior. Along with <em><a href="../insider/from-the-vault-september-2010/">The Lost</a>, Monster Island </em>would have been an early foray into console development for Irrational, which had already developed <em>System Shock 2 </em>and <em>Freedom Force</em> for PC.</p>
<ul>
<li><a href="http://irrationalgames.com/files/2010/10/irrationalgames_monsterisland-pitch.pdf">Download the <em>Monster Island </em>PDF file here.</a></li>
</ul>
<p>To add some color to the pitch, current Irrational artist Jorge Lacera (the subject of our latest <a href="http://irrationalgames.com/insider/featured-employee-jorge-lacera/">employee feature</a>) illustrated a few formidable monsters for retroactive inclusion. We&#8217;ve also uploaded those images in much higher resolution below. They&#8217;re even suitable as widescreen desktop backgrounds!</p>
<p><a href="http://irrationalgames.com/files/2010/10/irrationalgames_monsterisland_1a.jpg"><img class="alignnone size-large wp-image-10011" title="irrationalgames_monsterisland_1a" src="http://irrationalgames.com/files/2010/10/irrationalgames_monsterisland_1a-480x300.jpg" alt="" width="480" height="300" /></a></p>
<p><a href="http://irrationalgames.com/files/2010/10/irrationalgames_monsterisland_2a.jpg"><img class="alignnone size-large wp-image-10016" title="irrationalgames_monsterisland_2a" src="http://irrationalgames.com/files/2010/10/irrationalgames_monsterisland_2a-480x300.jpg" alt="" width="480" height="300" /></a></p>
<p><a href="http://irrationalgames.com/files/2010/10/irrationalgames_monsterisland_3a.jpg"><img class="alignnone size-large wp-image-10021" title="irrationalgames_monsterisland_3a" src="http://irrationalgames.com/files/2010/10/irrationalgames_monsterisland_3a-480x300.jpg" alt="" width="480" height="300" /></a></p>
]]></content:encoded>
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		<slash:comments>35</slash:comments>
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		<title>From the Vault: Lost Art of The Lost</title>
		<link>http://irrationalgames.com/insider/from-the-vault-september-2010/</link>
		<comments>http://irrationalgames.com/insider/from-the-vault-september-2010/#comments</comments>
		<pubDate>Wed, 15 Sep 2010 15:00:29 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[From the Vault]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[Mauricio Tejerina]]></category>
		<category><![CDATA[The Lost]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=8176</guid>
		<description><![CDATA[We dig deep into Mauricio Tejerina's archive of artwork for The Lost, Irrational's post-System Shock 2 project that never saw the light of day...]]></description>
			<content:encoded><![CDATA[<p>After <em>System Shock 2</em>, Irrational Games began developing <em>The Lost</em>, a third-person action-horror game inspired by the depictions of Hell in Dante Alighieri&#8217;s  <em>The Divine Comedy</em>. The game had a troubled production history and never made it to completion.</p>
<p>Mauricio Tejerina&#8211;one of Irrational&#8217;s earliest employees, and now an artist on <em>BioShock Infinite</em>&#8211;was an environmental artist on <em>The Lost</em>. He dug up his nearly decade-old portfolio of entirely hand-drawn level and character concepts to be scanned in and annotated.</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/09/thelost-icefloesmap.jpg"><img title="thelost-icefloesmap" src="http://irrationalgames.com/files/2010/09/thelost-icefloesmap-480x414.jpg" alt="" height="230" /></a> <a href="http://irrationalgames.com/files/2010/09/thelost-giantlevel.jpg"><img title="thelost-giantlevel" src="http://irrationalgames.com/files/2010/09/thelost-giantlevel-480x596.jpg" alt="" height="230" /></a></p>
<p>As in Dante&#8217;s <em>Inferno</em>, the final level of <em>The Lost</em>&#8217;s Hell was a vast lake of ice, overseen by mythological giants. Mauricio sketched the level&#8217;s layout by hand.</p>
<p>&#8220;The whole thing was basically the Antarctic,&#8221; he says. &#8220;I still remember working on it and seeing it in the game. Everything was all white. The &#8216;Titanic&#8217; part of the level had a huge ship frozen halfway under the water. The entire thing was encased in ice.&#8221;</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/09/thelost-giants1.jpg"><img src="http://irrationalgames.com/files/2010/09/thelost-giants1-228x296.jpg" alt="" width="228" height="296" /></a> . <a href="http://irrationalgames.com/files/2010/09/thelost-giants2.jpg"><img src="http://irrationalgames.com/files/2010/09/thelost-giants2-224x296.jpg" alt="" width="224" height="296" /></a></p>
<p>The giant guardians themselves were concepted by Gareth Hinds, one of Irrational&#8217;s artists at the time. &#8220;As soon as you would get close to the giants, they would come alive  and try to grab you,&#8221; Mauricio recalls. &#8220;The dynamic was great&#8211;you were  walking through this humongous ice cavern, and you&#8217;d see this massive  thing eight times your size. The visual was impressive, but they got cut  from the level. There were technical concerns.&#8221;</p>
<p>The 3D technology of 2001 wasn&#8217;t quite up to the task of bringing the  design to life. &#8220;We were trying to do something amazing, which we  always try to do here,&#8221; Mauricio says, &#8220;but we were pushing it too far  for that time.&#8221;</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/09/thelost-companyemail.jpg"><img class="aligncenter size-large wp-image-8096" title="thelost-companyemail" src="http://irrationalgames.com/files/2010/09/thelost-companyemail-480x538.jpg" alt="" width="288" height="323" /></a></p>
<p>This internal design email shines a light onto actual team interaction during the game&#8217;s development. The guidelines range from the incredibly specific (&#8220;Hole for door is 216 x 128&#8243;) to the open-ended (&#8220;Any other cool shit you can dream up&#8221;). Mauricio, whose work on cables and ducts for <em>System Shock 2</em> earned him the reputation of &#8220;the pipe guy,&#8221; printed the email out and began preliminary studies right on the page. That included some basic measurement calculations.</p>
<p>&#8220;I used to have to do math,&#8221; he now muses.</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/09/thelost-doughboy.jpg"><img class="aligncenter size-large wp-image-8101" title="thelost-doughboy" src="http://irrationalgames.com/files/2010/09/thelost-doughboy-480x355.jpg" alt="" width="288" height="213" /></a></p>
<p>Although his primary role was creating levels and terrain, Mauricio was also given the opportunity to work on some of the game&#8217;s enemy characters, including the cyborg-turret-guy &#8220;Doughboy.&#8221; The experience was a key moment in his Irrational career.</p>
<p>&#8220;When you go to art school, you&#8217;re drawing and painting all the time,&#8221; he explains. &#8220;When I came here, I was in a junior position, so I didn&#8217;t have complete freedom to just go invent stuff&#8211;there are people with so much more experience. The fact that I was able to go work on these characters was so exciting.</p>
<p>&#8220;It&#8217;s something every kid wants to do, if they&#8217;ve ever wanted to make video games. I get up every day, and my brain starts thinking about what I&#8217;m going to be working on.</p>
<p>&#8220;Well, not every day is like that,&#8221; he says.</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/09/thelost-skullfind.jpg"><img class="aligncenter size-large wp-image-8106" title="thelost-skullfind" src="http://irrationalgames.com/files/2010/09/thelost-skullfind-480x653.jpg" alt="" width="288" height="392" /></a></p>
<p>This page of concepts for a money-related pickup serves as a visual explanation of the design and refinement process. Although two elements&#8211;the skull and gem motifs&#8211;persisted in all incarnations of the object, they became increasingly integrated as they were reduced down to their most iconic forms.</p>
<p>&#8220;You can see how I used to think,&#8221; Mauricio says. After a moment, he adds, &#8220;Maybe I still think the same way.&#8221;</p>
]]></content:encoded>
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		<slash:comments>22</slash:comments>
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		<item>
		<title>From the Vault &#8211; The Long Lost System Shock 2 Sketchbook</title>
		<link>http://irrationalgames.com/insider/from-the-vault-july-2010/</link>
		<comments>http://irrationalgames.com/insider/from-the-vault-july-2010/#comments</comments>
		<pubDate>Tue, 13 Jul 2010 23:03:31 +0000</pubDate>
		<dc:creator>IG.Admin</dc:creator>
				<category><![CDATA[From the Vault]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[System Shock 2]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=5906</guid>
		<description><![CDATA[This month for From the Vault, we are thrilled to share a long lost System Shock 2 sketchbook.]]></description>
			<content:encoded><![CDATA[<p>It is common for studios of Irrational&#8217;s longevity to lose or misplace assets, due to hardware failures, moves across town, and the inevitable ravages of entropy.  Finding these assets years later is like stumbling upon buried treasure on an island you discovered by accident.</p>
<p>We just dug up a particularly precious artifact:  a sketchbook from <em>System Shock 2. </em>We&#8217;re talking original artwork on honest-to-goodness <em>paper – </em>no Wacom tablets or Cintiq monitors, but  paper with the original coffee stains still intact.</p>
<p>We are pleased to share with you some of the contents of this archaeological find.  Enjoy the art in this installment of <em>From the Vault, </em> while we look for more treasures in long-abandoned boxes and dusty storage closets.</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/07/ss2_001.jpg"><img class="size-thumbnail wp-image-5911 aligncenter" src="http://irrationalgames.com/files/2010/07/ss2_001-107x108.jpg" alt="ss2_001" width="107" height="108" /></a> <a href="http://irrationalgames.com/files/2010/07/ss2_005.jpg"><img class="size-thumbnail wp-image-5916 aligncenter" src="http://irrationalgames.com/files/2010/07/ss2_005-192x97.jpg" alt="ss2_005" width="192" height="97" /></a> <a href="http://irrationalgames.com/files/2010/07/ss2_006.jpg"><img class="size-thumbnail wp-image-5921 aligncenter" src="http://irrationalgames.com/files/2010/07/ss2_006-139x108.jpg" alt="ss2_006" width="139" height="108" /></a></p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/07/ss2_007.jpg"><img class="size-thumbnail wp-image-5926 aligncenter" src="http://irrationalgames.com/files/2010/07/ss2_007-74x108.jpg" alt="ss2_007" width="74" height="108" /></a> <a href="http://irrationalgames.com/files/2010/07/ss2_010.jpg"><img class="size-thumbnail wp-image-5931 aligncenter" src="http://irrationalgames.com/files/2010/07/ss2_010-102x108.jpg" alt="ss2_010" width="102" height="108" /></a> <a href="http://irrationalgames.com/files/2010/07/ss2_011.jpg"><img class="size-thumbnail wp-image-5936 aligncenter" src="http://irrationalgames.com/files/2010/07/ss2_011-167x108.jpg" alt="ss2_011" width="167" height="108" /></a></p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/07/ss2_012.jpg"><img class="size-thumbnail wp-image-5941 aligncenter" src="http://irrationalgames.com/files/2010/07/ss2_012-79x108.jpg" alt="ss2_012" width="79" height="108" /></a> <a href="http://irrationalgames.com/files/2010/07/ss2_013.jpg"><img class="size-thumbnail wp-image-5946 aligncenter" src="http://irrationalgames.com/files/2010/07/ss2_013-105x108.jpg" alt="ss2_013" width="105" height="108" /></a> <a href="http://irrationalgames.com/files/2010/07/ss2_015.jpg"><img class="size-thumbnail wp-image-5951 aligncenter" src="http://irrationalgames.com/files/2010/07/ss2_015-139x108.jpg" alt="ss2_015" width="139" height="108" /></a></p>
]]></content:encoded>
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		<slash:comments>55</slash:comments>
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		<item>
		<title>From the Vault – Part Two of the Bioshock Pitch</title>
		<link>http://irrationalgames.com/insider/from-the-vault-june/</link>
		<comments>http://irrationalgames.com/insider/from-the-vault-june/#comments</comments>
		<pubDate>Mon, 21 Jun 2010 15:46:36 +0000</pubDate>
		<dc:creator>IG.Admin</dc:creator>
				<category><![CDATA[From the Vault]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=5136</guid>
		<description><![CDATA[From the Vault is back this month with Part Two of the original BioShock pitch document.]]></description>
			<content:encoded><![CDATA[<p><em>From the Vault</em> is back this month with Part Two of the original <em>BioShock </em>pitch document.   After the overwhelming response to <a href="http://irrationalgames.com/insider/from-the-vault-may/">Part One</a> posted last month, we are especially excited to bring you this next and final installment, which will give you new insights into the controls, monsters, and original story of <em>BioShock.</em></p>
<p><em>
<a href='http://irrationalgames.com/insider/from-the-vault-june/attachment/bs_cover-2/' title='BS_cover'><img width="153" height="108" src="http://irrationalgames.com/files/2010/06/BS_cover-153x108.jpg" class="attachment-thumbnail" alt="" title="BS_cover" /></a>
<a href='http://irrationalgames.com/insider/from-the-vault-june/attachment/bsp2_001/' title='BSP2_001'><img width="83" height="108" src="http://irrationalgames.com/files/2010/06/BSP2_001-83x108.jpg" class="attachment-thumbnail" alt="" title="BSP2_001" /></a>
<a href='http://irrationalgames.com/insider/from-the-vault-june/attachment/bsp2_002/' title='BSP2_002'><img width="81" height="108" src="http://irrationalgames.com/files/2010/06/BSP2_002-81x108.jpg" class="attachment-thumbnail" alt="" title="BSP2_002" /></a>
<a href='http://irrationalgames.com/insider/from-the-vault-june/attachment/bsp2_003/' title='BSP2_003'><img width="82" height="108" src="http://irrationalgames.com/files/2010/06/BSP2_003-82x108.jpg" class="attachment-thumbnail" alt="" title="BSP2_003" /></a>
<a href='http://irrationalgames.com/insider/from-the-vault-june/attachment/bsp2_004/' title='BSP2_004'><img width="79" height="108" src="http://irrationalgames.com/files/2010/06/BSP2_004-79x108.jpg" class="attachment-thumbnail" alt="" title="BSP2_004" /></a>
<a href='http://irrationalgames.com/insider/from-the-vault-june/attachment/bsp2_005/' title='BSP2_005'><img width="83" height="108" src="http://irrationalgames.com/files/2010/06/BSP2_005-83x108.jpg" class="attachment-thumbnail" alt="" title="BSP2_005" /></a>
<a href='http://irrationalgames.com/insider/from-the-vault-june/attachment/bsp2_006/' title='BSP2_006'><img width="83" height="108" src="http://irrationalgames.com/files/2010/06/BSP2_006-83x108.jpg" class="attachment-thumbnail" alt="" title="BSP2_006" /></a>
<a href='http://irrationalgames.com/insider/from-the-vault-june/attachment/bsp2_007/' title='BSP2_007'><img width="83" height="108" src="http://irrationalgames.com/files/2010/06/BSP2_007-83x108.jpg" class="attachment-thumbnail" alt="" title="BSP2_007" /></a>
<a href='http://irrationalgames.com/insider/from-the-vault-june/attachment/bsp2_008/' title='BSP2_008'><img width="84" height="108" src="http://irrationalgames.com/files/2010/06/BSP2_008-84x108.jpg" class="attachment-thumbnail" alt="" title="BSP2_008" /></a>
<br />
</em></p>
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		<slash:comments>28</slash:comments>
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		<item>
		<title>From the Vault &#8211; The BioShock Pitch</title>
		<link>http://irrationalgames.com/insider/from-the-vault-may/</link>
		<comments>http://irrationalgames.com/insider/from-the-vault-may/#comments</comments>
		<pubDate>Thu, 20 May 2010 21:58:43 +0000</pubDate>
		<dc:creator>IG.Admin</dc:creator>
				<category><![CDATA[From the Vault]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=4701</guid>
		<description><![CDATA[Ladies and gentlemen, it is our pleasure to present to you the pitch document for the original BioShock.]]></description>
			<content:encoded><![CDATA[<p>Ladies and gentlemen, it is our pleasure to present to you the pitch document for the original <em>BioShock.</em> This is the masterful fusion of design and marketing that Irrational initially presented to publishers, selling them on the idea of supporting our little odyssey beneath the waves.</p>
<p>In the next few installments of <em>From the Vault, </em>we will divulge the myriad departures <em>BioShock </em>took from its original vision, but also show our readers just how much the game&#8217;s heart and soul stayed constant.   You will be made privy to our very first design concepts and original drafts of back-story.  You will read about game modes and features that fell by the wayside during the many years of production.  And you will stand in awe of visual interface mockups crafted by Mr. Ken Levine himself!</p>
<p>Read on, and enjoy this insider&#8217;s look at the way we sold the core concepts of the award-winning <em>BioShock.</em></p>
<p><em>
<a href='http://irrationalgames.com/insider/from-the-vault-may/attachment/bs_cover/' title='BS_cover'><img width="153" height="108" src="http://irrationalgames.com/files/2010/05/BS_cover-153x108.jpg" class="attachment-thumbnail" alt="" title="BS_cover" /></a>
<a href='http://irrationalgames.com/insider/from-the-vault-may/attachment/bs_001-2/' title='BS_001'><img width="83" height="108" src="http://irrationalgames.com/files/2010/05/BS_0011-83x108.jpg" class="attachment-thumbnail" alt="" title="BS_001" /></a>
<a href='http://irrationalgames.com/insider/from-the-vault-may/attachment/bs_002/' title='BS_002'><img width="81" height="108" src="http://irrationalgames.com/files/2010/05/BS_002-81x108.jpg" class="attachment-thumbnail" alt="" title="BS_002" /></a>
<a href='http://irrationalgames.com/insider/from-the-vault-may/attachment/bs_003/' title='BS_003'><img width="81" height="108" src="http://irrationalgames.com/files/2010/05/BS_003-81x108.jpg" class="attachment-thumbnail" alt="" title="BS_003" /></a>
<a href='http://irrationalgames.com/insider/from-the-vault-may/attachment/bs_004/' title='BS_004'><img width="81" height="108" src="http://irrationalgames.com/files/2010/05/BS_004-81x108.jpg" class="attachment-thumbnail" alt="" title="BS_004" /></a>
<a href='http://irrationalgames.com/insider/from-the-vault-may/attachment/bs_005/' title='BS_005'><img width="84" height="108" src="http://irrationalgames.com/files/2010/05/BS_005-84x108.jpg" class="attachment-thumbnail" alt="" title="BS_005" /></a>
<a href='http://irrationalgames.com/insider/from-the-vault-may/attachment/bs_006/' title='BS_006'><img width="81" height="108" src="http://irrationalgames.com/files/2010/05/BS_006-81x108.jpg" class="attachment-thumbnail" alt="" title="BS_006" /></a>
<a href='http://irrationalgames.com/insider/from-the-vault-may/attachment/bs_007/' title='BS_007'><img width="81" height="108" src="http://irrationalgames.com/files/2010/05/BS_007-81x108.jpg" class="attachment-thumbnail" alt="" title="BS_007" /></a>
<a href='http://irrationalgames.com/insider/from-the-vault-may/attachment/bs_008/' title='BS_008'><img width="82" height="108" src="http://irrationalgames.com/files/2010/05/BS_008-82x108.jpg" class="attachment-thumbnail" alt="" title="BS_008" /></a>
<a href='http://irrationalgames.com/insider/from-the-vault-may/attachment/bs_009/' title='BS_009'><img width="81" height="108" src="http://irrationalgames.com/files/2010/05/BS_009-81x108.jpg" class="attachment-thumbnail" alt="" title="BS_009" /></a>
<br />
</em></p>
]]></content:encoded>
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		<slash:comments>57</slash:comments>
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		<title>Man-Bot Tribute!  From the Vault</title>
		<link>http://irrationalgames.com/insider/man-bot-tribute-from-the-vault/</link>
		<comments>http://irrationalgames.com/insider/man-bot-tribute-from-the-vault/#comments</comments>
		<pubDate>Thu, 22 Apr 2010 17:40:20 +0000</pubDate>
		<dc:creator>IG.Admin</dc:creator>
				<category><![CDATA[From the Vault]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[Freedom Force]]></category>
		<category><![CDATA[Freedom Force vs the 3rd Reich]]></category>
		<category><![CDATA[Robb Waters]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=4471</guid>
		<description><![CDATA[This month’s From the Vault is a tribute to the Man, the Bot, the Legend:  Man-Bot.]]></description>
			<content:encoded><![CDATA[<p>This month’s <em>From the Vault</em> is a tribute to the Man, the Bot, the Legend:  <strong>Man-Bot</strong>.</p>
<p>Man-Bot is one of the most beloved characters from the <em>Freedom Force </em>games.  Struck by an errant bolt of Energy X, the erstwhile playboy Ted Taylor had no choice but to don a steel suit in order to contain the massive surges that would otherwise devastate all those around him.  Thus was the Man-Bot born – a metal-plated warrior and tragic hero for the ages.</p>
<h2><strong>The Original Man-Bot</strong></h2>
<p><strong><a href="http://irrationalgames.com/files/2010/04/original_mb.jpg"><img class="alignnone size-large wp-image-4501" src="http://irrationalgames.com/files/2010/04/original_mb-480x623.jpg" alt="original_mb" width="480" height="623" /></a><br />
</strong></p>
<p>Robb Waters tells the story behind this inking:</p>
<p>“The black and white Man-Bot picture is the first I ever drew of him.  I drew this before I even started at Irrational.</p>
<p>“Way back in 2000, I cold-called Irrational when I was looking to get back into the industry, to see what project they were working on.  I spoke to Ken and he told me they were making an original superhero game called <em>Freedom Force. </em>He rattled off a few names of potential characters he had in mind to give me the flavor of the game.  When he said “Man-Bot” I instantly envisioned this guy in a metallic  Snuffleupagus suit and faxed the drawing over along with my resume.  Ken loved it.  I think seeing my take on the character and potential vibe of the project secured me a seat at Irrational.  Of course I cringe looking at the drawing now, but the design of the character ended up more or less the same.”</p>
<h2><strong>Man-Bot Inking</strong></h2>
<p><strong><a href="http://irrationalgames.com/files/2010/04/inkwash.jpg"><img class="alignnone size-large wp-image-4486" src="http://irrationalgames.com/files/2010/04/inkwash-480x640.jpg" alt="inkwash" width="480" height="640" /></a><br />
</strong></p>
<p>This image of Man-Bot is a combination of hand-inking and watercolor work.   The purple and black outline indicates the explosive potential of the Energy X always building inside his body.</p>
<h2><strong>MAN-BOT</strong></h2>
<p><strong><a href="http://irrationalgames.com/files/2010/04/MAN-BOT.jpg"><img class="alignnone size-large wp-image-4496" src="http://irrationalgames.com/files/2010/04/MAN-BOT-480x621.jpg" alt="MAN-BOT" width="480" height="621" /></a><br />
</strong></p>
<p>This classic <em>Freedom Force </em>image shows Man-Bot in his in-your-face pose of the pugilist.  No tribute to the long sufferin&#8217; man in steel would be complete without it.</p>
<h2><strong>Lil’ Man-Bot</strong></h2>
<p><strong><a href="http://irrationalgames.com/files/2010/04/lilbot.jpg"><img class="alignnone size-large wp-image-4491" src="http://irrationalgames.com/files/2010/04/lilbot-480x582.jpg" alt="lilbot" width="480" height="582" /></a><br />
</strong></p>
<p>Drawn jokingly by Robb, this piece could have been the inspiration for an adorable sequel,  <em>Freedom Force vs. Chibi Preschool Happy Fun Time.</em> “For Freedom …and Juice Boxes!”</p>
<h2><strong>Unmasked</strong></h2>
<p><strong><a href="http://irrationalgames.com/files/2010/04/unmasked.jpg"><img class="alignnone size-large wp-image-4506" src="http://irrationalgames.com/files/2010/04/unmasked-479x572.jpg" alt="unmasked" width="479" height="572" /></a><br />
</strong></p>
<p>Don&#8217;t all tragic superheroes need a moment where they take off the mask and reveal their all-too-human faces?</p>
<h2><strong>The Final Sacrifice</strong></h2>
<p><strong><a href="http://irrationalgames.com/files/2010/04/final-sacrifice.jpg"><img class="alignnone size-large wp-image-4481" src="http://irrationalgames.com/files/2010/04/final-sacrifice-480x360.jpg" alt="final-sacrifice" width="480" height="360" /></a><br />
</strong></p>
<p>This image is taken from <em>Freedom Force vs The 3<sup>rd</sup> Reich. </em>Once again the ravages of a superhero&#8217;s life have caused Ted Taylor to doff his mask at the risk of cataclysm (and note the effulgent Energy X glowing through the cracks in his armor).   Man-Bot is older here, and sporting a beard remarkably unsinged, given the circumstances.</p>
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		<title>March From the Vault</title>
		<link>http://irrationalgames.com/insider/march-from-the-vault/</link>
		<comments>http://irrationalgames.com/insider/march-from-the-vault/#comments</comments>
		<pubDate>Wed, 17 Mar 2010 20:55:12 +0000</pubDate>
		<dc:creator>ig.sarah</dc:creator>
				<category><![CDATA[From the Vault]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock]]></category>
		<category><![CDATA[Robb Waters]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=3821</guid>
		<description><![CDATA[This month’s From the Vault focuses on some of the monsters from BioShock that might have been.]]></description>
			<content:encoded><![CDATA[<p>This month&#8217;s <em>From the Vault</em> presents some of the monsters from <em>BioShock </em>that might have been.  These creatures were designed early in the development of <em>BioShock</em> and while they may not have made the final cut, they were important stepping stones on the path to the game&#8217;s final aesthetic.</p>
<p><strong><em>Yam Hand</em></strong></p>
<p>The “Yam Hand” character went through many iterations during the early development of <em>BioShock. </em>Artist Robb Waters had this to say about his creation:  “One thing I liked about the character was his strange and unique head shape.  It kind of made you wonder what the heck was going on under that dingy burlap sack.”</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/03/yamhands.jpg"><img class="size-medium wp-image-3826 aligncenter" src="http://irrationalgames.com/files/2010/03/yamhands-168x296.jpg" alt="yamhands" width="168" height="296" /></a></p>
<p align="right">
<p><strong><em>Thug Aggressor</em></strong></p>
<p>During one early stage of <em>BioShock’s </em>production, oversized and disproportionate limbs were all the fashion.</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/03/thug.jpg"><img class="size-medium wp-image-3831 aligncenter" src="http://irrationalgames.com/files/2010/03/thug-186x296.jpg" alt="thug" width="186" height="296" /></a></p>
<p><strong><em>Jelly Man </em></strong></p>
<p>Perhaps the Jelly Man shows some long-term side effects of ADAM abuse.   Maybe he&#8217;s showing why humans and jellyfish aren&#8217;t as genetically compatible as some Rapture scientists had envisioned.    Or possibly this is what happens when a Splicer decides to mutate into a delightful breakfast spread.  Who knows?   Regardless, this guy melted before he could be incorporated into <em>BioShock.</em></p>
<p style="text-align: center"><em><a href="http://irrationalgames.com/files/2010/03/jellyman2.jpg"><img class="size-medium wp-image-3841 aligncenter" src="http://irrationalgames.com/files/2010/03/jellyman2-217x296.jpg" alt="jellyman2" width="217" height="296" /></a><br />
</em></p>
<p><strong><em>Monster Bug</em></strong></p>
<p>This is one of the more gruesome pieces of concept work to emerge during work on <em>BioShock</em> – a huge insect slowly growing from within a human being and taking over the physical form.   And as sickening as this image is, its true power comes from what&#8217;s implied:  what was it like for the original person transitioning to this state of organic fusion?   And what mash-up of man and bug is hidden under that cloth?</p>
<p>This visual was of great help in selling <em>BioShock </em>to publishers.</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/03/monster.jpg"><img class="size-medium wp-image-3836 aligncenter" src="http://irrationalgames.com/files/2010/03/monster-255x296.jpg" alt="monster" width="255" height="296" /></a></p>
<p><strong><em>Grub Mutant</em></strong></p>
<p>Another take on the fused-parasite idea – different bug, same revolting results.   This one is perhaps even more disturbing, when you realize that having a grub as thick as a telephone pole growing through the guy&#8217;s chest isn&#8217;t preventing him from having his gun locked and loaded.   You have to wonder what&#8217;s going through his head.</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/03/grub.jpg"><img class="size-medium wp-image-3846 aligncenter" src="http://irrationalgames.com/files/2010/03/grub-263x296.jpg" alt="grub" width="263" height="296" /></a></p>
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		</item>
		<item>
		<title>February From the Vault</title>
		<link>http://irrationalgames.com/insider/february-from-the-vault/</link>
		<comments>http://irrationalgames.com/insider/february-from-the-vault/#comments</comments>
		<pubDate>Wed, 17 Feb 2010 21:07:26 +0000</pubDate>
		<dc:creator>IG.Admin</dc:creator>
				<category><![CDATA[From the Vault]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock]]></category>
		<category><![CDATA[Freedom Force]]></category>
		<category><![CDATA[Freedom Force vs the 3rd Reich]]></category>
		<category><![CDATA[Robb Waters]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=3381</guid>
		<description><![CDATA[<p>This month we’re featuring various works of Concept Artist Robb Waters.  If you would like to learn more about Robb and his work, check out this month’s <a href="http://irrationalgames.com/insider/featured-employee-robb-waters/">Featured Employee</a>.</p>
<h2>Funkenstein</h2>
<p>Robb made this oil painting in his spare time. Art Director Nate&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>This month we’re featuring various works of Concept Artist Robb Waters.  If you would like to learn more about Robb and his work, check out this month’s <a href="http://irrationalgames.com/insider/featured-employee-robb-waters/">Featured Employee</a>.</p>
<h2>Funkenstein</h2>
<p>Robb made this oil painting in his spare time. Art Director Nate Wells liked it so much, that he built a pinball machine in <em>SWAT 4 </em>inspired by the piece.</p>
<p><a href="http://irrationalgames.com/files/2010/02/funkenstein2.jpg"><img class="alignnone size-large wp-image-3396" src="http://irrationalgames.com/files/2010/02/funkenstein2-480x706.jpg" alt="funkenstein2" width="480" height="706" /></a></p>
<h2>Crabby Sculpt</h2>
<p>Robb sculpted this statue to help solidify the BioShock vision. With a small pitch document and the Crabby sculpture in hand, Ken went out to pitch <em>BioShock</em> to various publishers.</p>
<p><a href="http://irrationalgames.com/files/2010/02/crabmodel.jpg"><img class="alignnone size-large wp-image-3406" src="http://irrationalgames.com/files/2010/02/crabmodel-480x360.jpg" alt="crabmodel" width="480" height="360" /></a></p>
<h2><em>Freedom Force</em> Inking</h2>
<p>This piece was hand drawn by Robb during the development of <em>Freedom Force. </em>Back then,<em> </em>a lot more concept art was created with pencil and paper.</p>
<p><a href="http://irrationalgames.com/files/2010/02/freedomforce_panel.jpg"><img class="alignnone size-large wp-image-3391" src="http://irrationalgames.com/files/2010/02/freedomforce_panel-480x704.jpg" alt="freedomforce_panel" width="480" height="704" /></a></p>
<h2><em>Freedom Force</em> Comic Excerpt</h2>
<p>Here’s an excerpt from the <em>Freedom Force</em> comic book.</p>
<p><a href="http://irrationalgames.com/files/2010/02/man-bot-panel.jpg"><img class="alignnone size-large wp-image-3401" src="http://irrationalgames.com/files/2010/02/man-bot-panel-480x775.jpg" alt="man-bot-panel" width="480" height="775" /></a></p>
<h2>Exorcism</h2>
<p>And here’s another <em>Freedom Force</em> image.</p>
<p><a href="http://irrationalgames.com/files/2010/02/exorcism2.jpg"><img class="alignnone size-large wp-image-3386" src="http://irrationalgames.com/files/2010/02/exorcism2-480x479.jpg" alt="exorcism2" width="480" height="479" /></a></p>
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		<item>
		<title>January From the Vault</title>
		<link>http://irrationalgames.com/insider/january-from-the-vault/</link>
		<comments>http://irrationalgames.com/insider/january-from-the-vault/#comments</comments>
		<pubDate>Sat, 16 Jan 2010 05:01:01 +0000</pubDate>
		<dc:creator>IG.ShawnElliott</dc:creator>
				<category><![CDATA[From the Vault]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Nate Wells]]></category>
		<category><![CDATA[Robb Waters]]></category>
		<category><![CDATA[Scott Sinclair]]></category>
		<category><![CDATA[Shawn Robertson]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=2351</guid>
		<description><![CDATA[Five pieces of passed over concept art from previous Irrational games.]]></description>
			<content:encoded><![CDATA[<p>Going forward, the Vault will become a grab bag of items too short to sustain their own features. Today, it&#8217;s home to the following five pieces of concept art, discussed in the Irrational Behavior podcast&#8217;s premier episode, that show what BioShock might have been.</p>
<h2>Dog in a Wheelchair</h2>
<p>Before BioShock&#8217;s &#8220;gatherers&#8221; became Little Sisters in an artistic process characterized by false starts and filled garbage bins, they were sea slugs. Nobody empathized with the creatures enough to care whether they lived or died. When the call went out to come up with a character that players would pity, Lead Artist Shawn Robertson submitted this insipid image of a Doberman in a wheelchair. The illustration is now infamous at the studio, although Shawn insists that fellow artist Scott Sinclair&#8217;s &#8220;frog with the funnel in its anus&#8221; is more embarrassing by far.</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/01/StrayDogGath.jpg"><img class="alignnone size-medium wp-image-2416" src="http://irrationalgames.com/files/2010/01/StrayDogGath-341x296.jpg" alt="StrayDogGath" width="341" height="296" /></a></p>
<h2>Frog with a Funnel in its Anus</h2>
<p>Before BioShock&#8217;s &#8220;gatherers&#8221; became Little Sisters in an artistic process characterized by false starts and filled garbage bins, they were sea slugs. Nobody empathized with the creatures enough to care whether they lived or died. When the call went out to come up with a character that players would pity, Art Principal Scott Sinclair submitted this insipid image of a toad with a funnel and sun tea jug attached to its anus. Scott insists that fellow artist Shawn Robertson&#8217;s &#8220;dog in a wheelchair&#8221; is more embarrassing by far.</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/01/frog.jpg"><img class="alignnone size-medium wp-image-2361" src="http://irrationalgames.com/files/2010/01/frog-338x296.jpg" alt="frog" width="338" height="296" /></a> <a href="http://irrationalgames.com/files/2010/01/frog21.jpg"><img class="alignnone size-medium wp-image-2371" src="http://irrationalgames.com/files/2010/01/frog21-307x296.jpg" alt="frog2" width="307" height="296" /></a></p>
<h2>Gatherer</h2>
<p>The original BioShock &#8220;gatherer&#8221; &#8212; based on a sea slug &#8212; was later replaced by the Little Sister.</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/01/gathererold_001.jpg"><img class="alignnone size-medium wp-image-2376" src="http://irrationalgames.com/files/2010/01/gathererold_001-439x277.jpg" alt="gathererold_001" width="439" height="277" /></a></p>
<h2>SloProFum</h2>
<p>SloProFum, the studio&#8217;s internal name for this prototype Big Daddy variant that mauled players with an enormous hook and fired iron bearings from a barrel, stands for &#8220;slow projectile/fucked-up melee.&#8221; Hear how the design didn&#8217;t work on this month&#8217;s <a href="http://irrationalgames.com/insider/irrational-podcast/introducing-irrational-behavior/">Irrational Behavior</a> podcast.</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/01/slowmopro_001.jpg"><img class="size-medium wp-image-2381  aligncenter" src="http://irrationalgames.com/files/2010/01/slowmopro_001-210x296.jpg" alt="slowmopro_001" width="210" height="296" /></a></p>
<h2>Stay Puft Bouncer</h2>
<p>Initially reluctant to add a drill arm to the Bouncer Big Daddy variant at Creative Director Ken Levine&#8217;s insistence, artists Nate Wells and Robb Waters started exchanging a series of images in which they attached marshmallows, human butts, and other items to the character&#8217;s hand.</p>
<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/01/bouncher_marsh.jpg"></a><a href="http://irrationalgames.com/files/2010/01/bouncher_marsh.jpg"><img class="alignnone size-medium wp-image-2386" src="http://irrationalgames.com/files/2010/01/bouncher_marsh-396x296.jpg" alt="bouncher_marsh" width="396" height="296" /></a></p>
<p style="text-align: center">
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