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	<title>Irrational Games &#187; Ken Levine</title>
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	<link>http://irrationalgames.com</link>
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		<title>Announcing 1999 Mode</title>
		<link>http://irrationalgames.com/insider/announcing-1999-mode/</link>
		<comments>http://irrationalgames.com/insider/announcing-1999-mode/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 12:59:47 +0000</pubDate>
		<dc:creator>ig.eduardo</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[1999 Mode]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[Ken Levine]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=22061</guid>
		<description><![CDATA[We're proud to announce something new for BioShock Infinite: 1999 Mode. ]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-22066" title="1999ModeLiz" src="http://irrationalgames.com/files/2012/01/1999ModeLiz.jpg" alt="" width="480" height="582" /></p>
<p>Back in December, there was a survey from us here at Irrational to better understand how you play games. We had a hunch about a new feature for <em>BioShock Infinite</em>, and we built this survey to see if it’s something that our fans wanted. The results of the survey are in and we heard what you want loud and clear, which is why we’re proud to announce something new for the game: <em>1999 Mode</em>!</p>
<p><em>BioShock Infinite</em>’s <em>1999 Mode</em> will feature an especially demanding gaming experience, forcing you to examine your decisions while going through your adventure in Columbia. With every choice you make, there are irreversible implications, and if your choices guide you down a path not suited to your play style, you will suffer for it.</p>
<p>It’s not simply a matter of adjusting the difficulty sliders in the game – the team went much further than that. Resource planning? If you’re to survive this mode, proper planning will be crucial. Combat specializations? You’ll need to develop them efficiently and effectively throughout the story; any weapon will be useless to you unless you have that specialization. Combat? You will need to carefully target every shot, and your health will be set to an entirely different baseline. Game saves? Well, yes, there will be those, but according to Irrational Games Creative Director Ken Levine “there are game saves, and you’re gonna f***ing need them.”</p>
<p>“We want to give our oldest and most committed fans an option to go back to our roots,&#8221; said Levine. &#8220;In <em>1999 Mode</em>, gamers face more of the permanent consequences of their gameplay decisions. In <em>BioShock Infinite</em>, gamers will have to sweat out the results of their actions. In addition, <em>1999 Mode</em> will demand that players pick specializations, and focus on them.&#8221;</p>
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		<slash:comments>45</slash:comments>
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		<item>
		<title>Origins Of A Geek</title>
		<link>http://irrationalgames.com/insider/origins-of-a-geek/</link>
		<comments>http://irrationalgames.com/insider/origins-of-a-geek/#comments</comments>
		<pubDate>Tue, 29 Nov 2011 22:33:44 +0000</pubDate>
		<dc:creator>ig.eduardo</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Ken Levine]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=21411</guid>
		<description><![CDATA[The folks from the PlayStation Blog chat with Ken Levine about what it was like to grow up while loving geek culture.]]></description>
			<content:encoded><![CDATA[<p>The folks from the <a href="http://blog.us.playstation.com/2011/11/29/growing-up-geek-ken-levines-origin-story/" target="_blank">PlayStation Blog recently sat down with Ken Levine</a>, but this time, they didn’t go into the nitty gritty of BioShock Infinite. Rather, the conversation focused on something that’s near and dear to all of our hearts: Growing up as a geek.</p>
<p style="text-align: center"><a href="http://blog.us.playstation.com/2011/11/29/growing-up-geek-ken-levines-origin-story/"><img class="aligncenter size-full wp-image-21416" title="1" src="http://irrationalgames.com/files/2011/11/1.jpg" alt="" width="480" height="295" /></a></p>
<p>As you may already know, Levine embraces all facets of nerd-dom, but in this interview, you’ll find out a bit more about why he loves geek culture, and why there’s no shame in that. If you’ve ever wondered a bit about Ken’s youth, how he got into writing, or if you’d simply like to know about some of the influences found in BioShock Infinite, this article may be well worth your time.</p>
<p>Click here for the <a href="http://blog.us.playstation.com/2011/11/29/growing-up-geek-ken-levines-origin-story/" target="_blank">full interview on the PlayStation Blog</a>.</p>
]]></content:encoded>
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		<slash:comments>13</slash:comments>
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		<title>What Could Have Been</title>
		<link>http://irrationalgames.com/insider/what-could-have-been/</link>
		<comments>http://irrationalgames.com/insider/what-could-have-been/#comments</comments>
		<pubDate>Tue, 22 Nov 2011 17:59:29 +0000</pubDate>
		<dc:creator>ig.eduardo</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Ken Levine]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=21311</guid>
		<description><![CDATA[CNN recently sat down with Ken Levine to talk about BioShock Infinite, or more specifically, the time period it’s set in, its influences, and the America that could have been.]]></description>
			<content:encoded><![CDATA[<p><a href="http://geekout.blogs.cnn.com/2011/11/17/bioshock-infinite-and-americas-could-have-been-steampunk-past/" target="_blank">CNN </a>recently sat down with Ken Levine to talk about <em>BioShock Infinite</em>, or more specifically, the time period it’s set in, its influences, and the America that could have been.</p>
<p><img class="aligncenter size-full wp-image-21316" title="screen" src="http://irrationalgames.com/files/2011/11/screen.jpg" alt="" width="480" height="270" /></p>
<p>With the 1893 World’s Fair used as an influence, the discussion turned to the famous Columbian Exposition, examining how some ideas found in <em>BioShock Infinite</em> stemmed from the work of Nikola Tesla and George Westinghouse. “When you go back to that time period and start examining the fiction being written, the art, the early science-fiction – there were all these images of cities floating in the sky,” says Creative Director Ken Levine. “That’s where we got this idea from, and really ran with it.”</p>
<p>Care to discover more about the influences of <em>BioShock Infinite</em>? Would you simply like to know how some pioneers of science helped direct the creation of Booker and Elizabeth’s adventure in Columbia? Head over to the <a href="http://geekout.blogs.cnn.com/2011/11/17/bioshock-infinite-and-americas-could-have-been-steampunk-past/" target="_blank">Geek Out blog on CNN</a> for the entire interview.</p>
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		<slash:comments>4</slash:comments>
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		<title>Irrational Interviews 9: Guillermo del Toro, Part 2</title>
		<link>http://irrationalgames.com/insider/irrational-interviews-9-guillermo-del-toro-part-2/</link>
		<comments>http://irrationalgames.com/insider/irrational-interviews-9-guillermo-del-toro-part-2/#comments</comments>
		<pubDate>Thu, 17 Nov 2011 15:55:35 +0000</pubDate>
		<dc:creator>ig.eduardo</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[Irrational Interviews]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[guillermo del toro]]></category>
		<category><![CDATA[Irrational Podcasts]]></category>
		<category><![CDATA[Ken Levine]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=21281</guid>
		<description><![CDATA[In this second part of our Guillermo del Toro interview, Ken and Guillermo talk about story telling in different mediums, how to adapt when working within multiple story telling mediums, and how passion has guided them to where they are today.]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-10556" title="irrational_interviews_logo_header2" src="http://irrationalgames.com/files/2010/11/irrational_interviews_logo_header2.jpg" alt="" width="480" height="411" /></p>
<p></p>
<p>Guillermo del Toro is known for films like Blade 2, Pan’s Labyrinth and the Hellboy series, bringing a specific brand of horror to his works, but it’s his passion for the nerd culture and a love for games that has guided him to where he is today.</p>
<p>In this second part of our Guillermo del Toro interview, Creative Director Ken Levine chats with Guillermo about what’s necessary to tell a story in a brand new medium, and how he’s adapting to the gaming industry to ensure his upcoming projects live up to his standards. These two narrators also discuss how to tell stories in various mediums, and how flexibility and dedication are necessities to the creative process.</p>
<p>To close out the interview, Ken and Guillermo return to the concept of passion, and how hard work and persistence will lead to bigger and better things.“At the end of the day, it’s about love. You can love wherever you are and you can love whatever you’re doing,” says del Toro. “I don’t want to sound like Mr. Chirpy, but put your shoulder to it, and put your heart into it.”</p>
<p>Share your thoughts about this podcast in the comments below, or head over to <a href="http://irrationalgames.com/community/forums/podcast-discussion/" target="_blank">the forums</a> for a more in-depth discussion.</p>
<p><a href="http://itunes.apple.com/us/podcast/irrational-podcasts/id412983840" target="_blank">iTunes Feed</a></p>
<p><a href="http://downloads.2kgames.com/irrational/IrrationalInterviews_s01e09_GuillermoDelToro_02.mp3">Direct Download Episode 9</a></p>
<p><a href="http://feeds.feedburner.com/irrationalgames">Irrational Podcasts RSS Feed</a></p>
<ul>
<li>Produced by James Bonney &amp; Julian Murdoch</li>
<li>Editing by <a href="http://www.antbearaudio.com/">Ant Bear Audio</a></li>
<li>Music courtesy of <a href="http://www.myspace.com/thehappyhollows">The Happy Hollows</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>9</slash:comments>
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		<item>
		<title>Behind Booker and Elizabeth Part 2</title>
		<link>http://irrationalgames.com/insider/behind-booker-and-elizabeth-part-2/</link>
		<comments>http://irrationalgames.com/insider/behind-booker-and-elizabeth-part-2/#comments</comments>
		<pubDate>Fri, 04 Nov 2011 16:31:32 +0000</pubDate>
		<dc:creator>ig.eduardo</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Courtnee Draper]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Troy Baker]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=20951</guid>
		<description><![CDATA[Machinima posted the second exclusive trailer in our behind-the-scenes series looking at the people behind Booker and Elizabeth from BioShock Infinite.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.youtube.com/watch?v=EJTy3YYq_-M" target="_blank">Machinima</a> posted the second exclusive trailer in our behind-the-scenes trailer looking at the people behind Booker and Elizabeth from BioShock Infinite. This new trailer delves into the methods used by the voice actors to get the performances needed to bring genuine emotion into the world of Columbia and BioShock Infinite. You’ll even get a sneak peek at the recording of one of the key lines from the BioShock Infinite E3 demo, making for some extra insight into the entire process. Don’t take our word for it – <a href="http://www.youtube.com/watch?v=EJTy3YYq_-M" target="_blank">see for yourself</a>!</p>
<p><a href="http://irrationalgames.com/insider/behind-booker-and-elizabeth-part-2/"><em>Click here to view the embedded video.</em></a></p>
<p><a href="http://irrationalgames.com/insider/behind-booker-and-liz/" target="_blank">The People Behind Booker and Elizabeth Part 1</a></p>
]]></content:encoded>
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		<slash:comments>20</slash:comments>
		</item>
		<item>
		<title>Irrational Interviews 9: Guillermo del Toro, Part 1</title>
		<link>http://irrationalgames.com/insider/irrational-interviews-9-guillermo-del-toro-part-1/</link>
		<comments>http://irrationalgames.com/insider/irrational-interviews-9-guillermo-del-toro-part-1/#comments</comments>
		<pubDate>Mon, 31 Oct 2011 15:11:13 +0000</pubDate>
		<dc:creator>ig.eduardo</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[Irrational Interviews]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[guillermo del toro]]></category>
		<category><![CDATA[Irrational Podcasts]]></category>
		<category><![CDATA[Ken Levine]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=20641</guid>
		<description><![CDATA[Guillermo del Toro is known for films like Blade 2, Pan’s Labyrinth and the Hellboy series, bringing a specific brand of horror to his works, but it’s his passion for the nerd culture and a love for games that has guided him to where he is today.]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-10556" title="irrational_interviews_logo_header2" src="http://irrationalgames.com/files/2010/11/irrational_interviews_logo_header2.jpg" alt="" width="480" height="411" /></p>
<p></p>
<p>Guillermo del Toro is known for films like Blade 2, Pan’s Labyrinth and the Hellboy series, bringing a specific brand of horror to his works, but it’s his passion for the nerd culture and a love for games that has guided him to where he is today.</p>
<p>For this Halloween installment of Irrational Interviews, Creative Director Ken Levine had a chance to sit down with this master of horror to talk about how to tell a frightening story, and how to create a character that is a monster to better suit the narrative at hand. Levine and del Toro also chat about the concept of passion, passion for what they do, and how that kind of enthusiasm helps on each project they work on.</p>
<blockquote class="pquote"><p>“Films are fantastic – they are one of the peaks of human narrative. But I’m sorry to break the news to the movie industry: So is a video game.” – Guillermo del Toro</p></blockquote>
<p>Share your thoughts about this podcast in the comments below, or head over to <a href="http://irrationalgames.com/community/forums/podcast-discussion/" target="_blank">the forums</a> for a more in-depth discussion.</p>
<p><a href="http://itunes.apple.com/us/podcast/irrational-podcasts/id412983840" target="_blank">iTunes Feed</a></p>
<p><a href="http://downloads.2kgames.com/irrational/IrrationalInterviews_s01e09_GuillermoDelToro_01.mp3">Direct Download Episode 9</a></p>
<p><a href="http://feeds.feedburner.com/irrationalgames"> Irrational Podcasts RSS Feed</a></p>
<ul>
<li>Produced by James Bonney &amp; Chris Remo</li>
<li>Editing by <a href="http://www.antbearaudio.com/">Ant Bear Audio</a></li>
<li>Music courtesy of <a href="http://www.myspace.com/thehappyhollows">The Happy Hollows</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>21</slash:comments>
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		<title>Making the E3 Demo</title>
		<link>http://irrationalgames.com/insider/making-the-e3-demo/</link>
		<comments>http://irrationalgames.com/insider/making-the-e3-demo/#comments</comments>
		<pubDate>Thu, 13 Oct 2011 20:15:56 +0000</pubDate>
		<dc:creator>ig.eduardo</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Ken Levine]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=19821</guid>
		<description><![CDATA[Ken Levine, Art Director Nate Wells and Lead Artist Shawn Robertson sit down to discuss the making of the BioShock Infinite E3 demo.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamespot.com/pc/action/bioshock-infinite/video/6330059/bioshock-infinite--making-the-e3-demo" target="_blank">GameSpot</a> posted a video recently going over the E3 demo for <em>BioShock Infinite</em>, but this time around, they had Irrational Games Creative Director Ken Levine, Art Director Nate Wells and Lead Artist Shawn Robertson sit down to discuss the making of the demo.</p>
<p style="text-align: center"><a href="http://www.gamespot.com/pc/action/bioshock-infinite/video/6330059/bioshock-infinite--making-the-e3-demo"><img class="aligncenter size-full wp-image-19851" title="gs-makingofe3" src="http://irrationalgames.com/files/2011/10/gs-makingofe3.jpg" alt="" width="480" height="297" /></a></p>
<p>In this “Making Of” feature, the Irrational Games team chats about nearly everything you’d like to know about what’s shown off in the demo. Have you wondered what it’s like to write these scenes? Are you curious what the characters are up to? Do you simply have questions about some of the gameplay elements like the “tear” system or how the Sky-Lines work? The IG crew covers all that and more. All you have to do to get the answers is head over to <a href="http://www.gamespot.com/pc/action/bioshock-infinite/video/6330059/bioshock-infinite--making-the-e3-demo" target="_blank">GameSpot.com</a> and watch the video. Enjoy!</p>
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		<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>
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		<slash:comments>16</slash:comments>
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		<title>Irrational&#8217;s PAX Panel and Voice Actor Q&amp;A</title>
		<link>http://irrationalgames.com/insider/irrationals-pax-panel-and-voice-actor-qa/</link>
		<comments>http://irrationalgames.com/insider/irrationals-pax-panel-and-voice-actor-qa/#comments</comments>
		<pubDate>Wed, 31 Aug 2011 20:56:21 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Courtnee Draper]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[PAX]]></category>
		<category><![CDATA[PAX Prime 2011]]></category>
		<category><![CDATA[Troy Baker]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=18681</guid>
		<description><![CDATA[If you missed our PAX Prime panel, watch it now! Then send in your questions for the voice actors behind BioShock Infinite's Booker and Elizabeth.]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-18706" title="paxprime2011_panel_story" src="http://irrationalgames.com/files/2011/08/paxprime2011_panel_story.jpg" alt="" width="480" height="225" /></p>
<p><a href="http://irrationalgames.com/insider/irrational-at-pax-prime-2011-2/">PAX Prime 2011</a> saw the first public appearance on behalf of <em>BioShock Infinite</em> by the game&#8217;s two lead voice actors, Troy Baker (Booker DeWitt) and Courtnee Draper (Elizabeth). They participated in our panel to discuss the process of bringing video game characters to life, alongside Irrational creative director Ken Levine. For those unable to make it to the show, our friends at G4 helpfully recorded the whole thing! Its a good solid 45 minutes of insight and behind-the-scenes video, so <a href="http://www.g4tv.com/thefeed/blog/post/715824/bioshock-infinite-panel-live-stream-pax-prime-2011/">head over to G4&#8217;s site and make with the watching already</a>.</p>
<p>But as much as we enjoyed putting the panel together, we can&#8217;t overlook a pretty major flaw: There just wasn&#8217;t enough time for the planned question-and-answer session.</p>
<p>We want to make things right, and what better place to do that than on the internet, where none shall be denied answers due to lack of PAX badge ownership. Send your questions for Ken, Troy, or Courtnee to <a href="mailto:voiceactorqa@irrationalgames.com">voiceactorqa@irrationalgames.com</a>. Get them in by Wednesday, September 7, and we&#8217;ll address them in an upcoming feature here on the site.</p>
<p>And hey, if you were one of the privileged PAX attendees and you made it to the panel, share your feedback in the comments below!</p>
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		<title>Irrational at PAX Prime 2011</title>
		<link>http://irrationalgames.com/insider/irrational-at-pax-prime-2011-2/</link>
		<comments>http://irrationalgames.com/insider/irrational-at-pax-prime-2011-2/#comments</comments>
		<pubDate>Wed, 31 Aug 2011 20:55:44 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[Courtnee Draper]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[PAX]]></category>
		<category><![CDATA[PAX Prime 2011]]></category>
		<category><![CDATA[Troy Baker]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=18736</guid>
		<description><![CDATA[<p>No sooner had we recovered from <a href="http://irrationalgames.com/insider/irrationals-gamescom-trip/">Gamescom 2011</a> than we were already heading right back out for the next big industry event, the mighty PAX Prime in Seattle. To nobody&#8217;s surprise, it was an amazing experience. The PAX audience is pretty&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>No sooner had we recovered from <a href="http://irrationalgames.com/insider/irrationals-gamescom-trip/">Gamescom 2011</a> than we were already heading right back out for the next big industry event, the mighty PAX Prime in Seattle. To nobody&#8217;s surprise, it was an amazing experience. The PAX audience is pretty reliable in that way.</p>
<p>Our booth was staffed not only with humans but also with the massive Songbird statue we debuted at PAX East earlier this year. All weekend we enjoyed fans dropping by to chat or take photos, some in impressive costumes&#8211;both <em>BioShock</em>-related and otherwise. Browse through some of our favorites in our <a href="http://www.flickr.com/photos/irrationalgames/sets/72157627564062902/">PAX Prime 2011 Flickr gallery</a>.</p>
<p>We were also graced by the presence of Troy Baker and Courtnee Draper, the voice actors behind Booker DeWitt and Elizabeth. They <a href="http://irrationalgames.com/insider/irrationals-pax-panel-and-voice-actor-qa/">participated in our panel</a> alongside creative director Ken Levine and G4&#8217;s Adam Sessler, and were on hand for a signing session with Ken.</p>
<p style="text-align: center"><a href="http://www.flickr.com/photos/irrationalgames/6100494195/in/set-72157627564062902"><img class="size-medium wp-image-18751  aligncenter" title="100_1758" src="http://irrationalgames.com/files/2011/08/100_1758-222x296.jpg" alt="" width="222" height="296" /></a><em></em></p>
<p style="text-align: center"><em>The official Irrational Games Award for Most Delicious Cosplay 2011 goes to Bacon.</em></p>
<p style="text-align: center"><a href="http://www.flickr.com/photos/irrationalgames/6101040232/in/set-72157627564062902"><img class="aligncenter size-medium wp-image-18756" title="100_1795" src="http://irrationalgames.com/files/2011/08/100_1795-394x296.jpg" alt="" width="394" height="296" /></a><em></em></p>
<p style="text-align: center"><em>Jess (our official Elizabeth model), Troy Baker (voice of Booker DeWitt), Courtnee Draper (voice of Elizabeth), and Ken Levine (Irrational Games creative director).</em></p>
<p style="text-align: center"><a href="http://www.flickr.com/photos/irrationalgames/6100494623/in/set-72157627564062902"><img class="aligncenter size-medium wp-image-18761" title="IMG954264" src="http://irrationalgames.com/files/2011/08/IMG954264-221x296.jpg" alt="" width="221" height="296" /></a><em></em></p>
<p style="text-align: center"><em>A fan came by to model his wrist chain tattoo inspired by </em>BioShock<em>, and asked Ken Levine to autograph it. Which he did. That&#8217;s not actually two overlapping tattoos.</em></p>
<p style="text-align: center"><em></em><a href="http://yfrog.com/meqodj"><img class="aligncenter size-medium wp-image-18746" title="swagmonster" src="http://irrationalgames.com/files/2011/08/swagmonster-439x292.jpg" alt="" width="439" height="292" /></a></p>
<p style="text-align: center"><em>Troy is, quite frankly, terrified by the Swag Monster who stopped by the Irrational booth. As for Courtnee and Ken, they cool.</em></p>
<p style="text-align: left">If you couldn&#8217;t make it out, Irrational has more event plans soon. We&#8217;re <a href="http://irrationalgames.com/insider/irrational-is-looking-for-cosplayers-at-dragoncon/">calling for cosplayers</a> at Dragon*Con in Atlanta this weekend, and we&#8217;ll have Troy and Courtnee back for another appearance at New York Comic-Con in October. Mark your calendars!</p>
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		<title>Irrational Interviews 8: BioWare</title>
		<link>http://irrationalgames.com/insider/irrational-interviews-8-bioware/</link>
		<comments>http://irrationalgames.com/insider/irrational-interviews-8-bioware/#comments</comments>
		<pubDate>Tue, 30 Aug 2011 19:15:42 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[Irrational Interviews]]></category>
		<category><![CDATA[Chris Remo]]></category>
		<category><![CDATA[Greg Zeschuk]]></category>
		<category><![CDATA[Irrational Podcasts]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Ray Muzyka]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=18476</guid>
		<description><![CDATA[Video game developers, entrepreneurs, medical doctors--BioWare's Ray Muzyka and Greg Zeschuk are formidable figures in our industry. We talked to both of them in this episode of Irrational Interviews.]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-10556" title="irrational_interviews_logo_header2" src="http://irrationalgames.com/files/2010/11/irrational_interviews_logo_header2.jpg" alt="" width="480" height="411" /></p>
<p>This episode of Irrational Interviews features two guests. That&#8217;s particularly noteworthy, because either one of them alone has a list of accomplishments a mile long.</p>
<p>Ray Muzyka and Greg Zeschuk co-founded BioWare, the RPG-oriented group that now consists of five locations within Electronic Arts. They started out as doctors (actual practicing medical doctors, mind you), and BioWare was once a developer of games as well as medical software.</p>
<p>As a fellow entrepreneur, Irrational creative director Ken Levine chats with the doctors about the challenges and perks of running a video game company&#8211;all three have seen their studios grow from small PC-exclusive teams to modern, triple-A, multiplatform dev studios. They also share the experience of starting out in fields not particularly related to games, Ken in screenwriting and Ray and Greg in medicine.</p>
<p>&#8220;We were having lunch one day after having made some medical education software,&#8221; recalls Ray, &#8220;then we realized what we&#8217;re really passionate about is video games. Why don&#8217;t we just make some video games? Take everything we own, and everything we make as doctors on weekends, to fund the company. &#8230;That was the extent of the conversation.&#8221;</p>
<p>It seems to have worked out.</p>
<p><a href="http://itunes.apple.com/us/podcast/irrational-podcasts/id412983840" target="_blank">iTunes Feed</a></p>
<p><a href="http://downloads.2kgames.com/irrational/IrrationalInterviews_s01e08_BioWare.mp3">Direct Download Episode 8</a></p>
<p><a href="http://feeds.feedburner.com/irrationalgames"> Irrational Podcasts RSS Feed</a></p>
<ul>
<li>Produced by James Bonney &amp; Chris Remo</li>
<li>Editing by <a href="http://www.antbearaudio.com/">Ant Bear Audio</a></li>
<li>Music courtesy of <a href="http://www.myspace.com/thehappyhollows">The Happy Hollows</a></li>
</ul>
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		<title>Irrational at PAX Prime 2011</title>
		<link>http://irrationalgames.com/insider/irrational-at-pax-prime-2011/</link>
		<comments>http://irrationalgames.com/insider/irrational-at-pax-prime-2011/#comments</comments>
		<pubDate>Mon, 22 Aug 2011 15:13:10 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Courtnee Draper]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[PAX]]></category>
		<category><![CDATA[PAX Prime 2011]]></category>
		<category><![CDATA[Troy Baker]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=18381</guid>
		<description><![CDATA[Counting down the days until PAX? So are we. Irrational is gearing up for panels, booth activities, and more--including the first public appearance of the voices of Booker and Elizabeth.]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-18391" title="paxprime2011_complete_story" src="http://irrationalgames.com/files/2011/08/paxprime2011_complete_story.jpg" alt="" width="480" height="308" /></p>
<p>PAX Prime is just days away, and Irrational is gearing up for the transcontinental trek from Boston to Seattle. We&#8217;ve got plans.</p>
<p><span style="text-decoration: underline"><strong>THE PANELS</strong></span></p>
<p>You&#8217;ve got two chances to see Irrational in PAX panel discussions. Mark your schedules:</p>
<p>- <strong>Friday, 2:00PM (Unicorn Theatre):</strong> Creative director Ken Levine will be a special guest on Geoff Keighley&#8217;s GT.TV Bonus Round panel along with fellow game designers David Jaffe (<em>God of War</em>) and Todd Howard (<em>The Elder Scrolls </em>series). They&#8217;ll be discussing what&#8217;s the state of the industry, talking shop, and generally shooting the breeze. <a href="http://www.gametrailers.com/">GameTrailers</a> will be there to record the panel and air it online at a later date.</p>
<p>- <strong>Saturday, 2:00PM (Unicorn Theatre):</strong> Ken will be joined by the Troy Baker and Courtnee Draper, the voice actors behind Booker and Elizabeth. It&#8217;s their first public appearance in support of <em>BioShock Infinite</em>, so you won&#8217;t want to miss it. They&#8217;ll discuss what goes into bringing video game characters to life and screen some unique behind-the-scenes footage. If you can&#8217;t make it to PAX, catch it streaming live on <a href="http://www.g4tv.com/">G4TV.com</a>.</p>
<p><span style="text-decoration: underline"><strong>THE BOOTH</strong></span></p>
<p>If you <a href="http://irrationalgames.com/insider/irrationals-pax-east-report/">attended PAX East this year</a>, you saw our life-sized Songbird statue, accompanied by a model playing Elizabeth. They&#8217;re back, so be sure to stop by our booth to say hi and take a photo. While you&#8217;re there, check out our other activities:</p>
<p>- <strong>Entire weekend:</strong> We&#8217;ll be setting up a <em>BioShock Infinite</em> gallery with a collection of gorgeous Irrational-created concept art. Browse through it, and pay close attention, because if you can successfully answer a few questions about what you saw, we&#8217;ll hook you up with a poster.</p>
<p>- <strong>Saturday, 3:30PM: </strong>Creative director Ken Levine and Troy Baker and Courtnee Draper, the voice actors behind Booker and Elizabeth, want to sign your stuff.  Throw them a bone.</p>
<p>- <strong>Throughout the show:</strong> We&#8217;ll be announcing t-shirt giveaways over the course of the weekend with a 15-minute heads up on Twitter. Follow @<a href="http://twitter.com/IrrationalGames">IrrationalGames</a> to stay in the know&#8211;we&#8217;ll also be tweeting about the sights we see, the fans we encounter, and any other promotions we come up with.</p>
<p>Be there.</p>
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		<title>See the voices of Booker and Elizabeth at PAX</title>
		<link>http://irrationalgames.com/insider/see-the-voices-of-booker-and-elizabeth-at-pax/</link>
		<comments>http://irrationalgames.com/insider/see-the-voices-of-booker-and-elizabeth-at-pax/#comments</comments>
		<pubDate>Mon, 15 Aug 2011 19:01:34 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Courtnee Draper]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[PAX]]></category>
		<category><![CDATA[PAX Prime 2011]]></category>
		<category><![CDATA[Troy Baker]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=17996</guid>
		<description><![CDATA[Heading to PAX Prime? Irrational's running a panel, a signing session, and an art gallery--we've got the details.]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-18011" title="paxprime2011_480-275" src="http://irrationalgames.com/files/2011/08/paxprime2011_480-275.jpg" alt="" width="480" height="275" /></p>
<p>You won&#8217;t want to miss Irrational&#8217;s PAX Prime 2011 panel, where you&#8217;ll be able to see the voice actors who bring <em>BioShock Infinite</em>&#8217;s Booker and Elizabeth to life.</p>
<p>Troy Baker, the voice of Booker DeWitt, and Courtnee Draper, the voice of Elizabeth, will join Ken Levine for a discussion about creating characters in video games. Although you&#8217;ve heard their performances in our recent gameplay demonstration, it&#8217;s the first time Courtnee and Troy will be representing the game in public.</p>
<p>PAX Prime runs from August 26 to August 28 in Seattle. The Irrational Games panel will be held on <strong>Saturday at 2:00pm in the Unicorn Theatre</strong>. Check out the official PAX site for more <a href="http://prime.paxsite.com/schedule.php">schedule information</a>.</p>
<p>We&#8217;ll also be holding a signing session at our booth on Saturday at 3:30pm, soon after the panel ends. Bring your swag&#8211;Ken, Troy, and Courtnee will be happy to autograph it. And come by our booth at any time during the show to browse our <em>BioShock Infinite</em> art gallery and have a chance to win some Irrational loot.</p>
<p>If you aren&#8217;t going to PAX, don&#8217;t worry: <a href="http://www.g4tv.com/">G4TV.com</a> will be streaming the panel live starting at 2:00pm Pacific Time. We&#8217;ve got you covered.</p>
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		<item>
		<title>PC Gamer&#8217;s BioShock Infinite cover story</title>
		<link>http://irrationalgames.com/insider/pc-gamers-bioshock-infinite-cover-story/</link>
		<comments>http://irrationalgames.com/insider/pc-gamers-bioshock-infinite-cover-story/#comments</comments>
		<pubDate>Tue, 26 Jul 2011 20:07:25 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Nate Wells]]></category>
		<category><![CDATA[PC Gamer]]></category>
		<category><![CDATA[Shawn Robertson]]></category>
		<category><![CDATA[Tim Gerritsen]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=16026</guid>
		<description><![CDATA[In the latest PC Gamer, you’re going to feel the intense rush of a Sky-Hook to your FACE! Either that, or an awesome six-page feature packed with BioShock Infinite details.]]></description>
			<content:encoded><![CDATA[<p>What’s that, Booker? You want to slam that Sky-Hook in my face?</p>
<p>JUST TRY IT!</p>
<p>In the latest <a href="http://www.pcgamer.com/2011/07/19/pc-gamer-us-september-issue-bioshock-infinite/">PC Gamer</a>, you’re going to feel the <em>intense rush of a Sky-Hook to your FACE! </em>Either that, or an awesome six-page feature packed with <em>BioShock Infinite</em> details and interview material from a quartet of Irrational folks: creative director Ken Levine, director of product development Tim Gerritsen, art director Nate Wells, and lead artist Shawn Robertson.</p>
<p style="text-align: center"><img class="size-full wp-image-16061  aligncenter" title="pcgamer" src="http://irrationalgames.com/files/2011/07/pcgamer.jpg" alt="" width="400" height="448" /></p>
<p>There&#8217;s a lot of roundtable discussion about the influences behind <em>Infinite</em>, and the development choices and design evolution that led to the <a href="../insider/bioshock-infinite-e3-2011-gameplay-demo/">E3 gameplay demonstration</a>. And vigors. There&#8217;s a whole sidebar about &#8216;em. You&#8217;ve already seen <strong>Murder of Crows</strong>&#8211;that&#8217;s the bird-based crowd control vigor you saw for the first time in <a href="http://bioshockinfinite.com/videos/461">last year&#8217;s gameplay demo</a>. You send forth a flock of particularly aggressive crows to temporarily incapacitate a group of your foes.</p>
<p>You may not be as familiar with <strong>Bucking Bronco</strong>. That&#8217;s the vigor you saw Booker use in the latest gameplay demo to forcibly eject his enemies out from behind cover with a rolling wave of turbulent force. And after you&#8217;ve tossed enemies up with Bucking Bronco, you can extend their forced airborne relaxation session by juggling them. With bullets.</p>
<p>And finally, while it&#8217;s common knowledge that dead men tell no tales, it&#8217;s a slightly less-well-worn (but equally true) maxim that dead men fire no weapons. With the <strong>Weapon Slave</strong> vigor, you can put those abandoned arms to good use by turning them into your own personal automated turrets that hunt down those enemies who have not yet discarded their own lives (and guns).</p>
<p>As always in game development, these details are subject to change. And rest assured&#8211;there are more vigors to come, but you&#8217;ll have to wait for more details. In the meantime, why not pick up the new PC Gamer and check out the <em>BioShock Infinite</em> cover story. If you don&#8217;t, you&#8217;ll disappoint Shawn and Nate, and do you really want that on your conscience? Just look at those faces.</p>
<p style="text-align: center"><img class="size-full wp-image-16051  aligncenter" title="wellsrobertson" src="http://irrationalgames.com/files/2011/07/wellsrobertson.jpg" alt="" width="200" height="207" /></p>
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		<item>
		<title>EGMi&#8217;s BioShock Infinite cover story</title>
		<link>http://irrationalgames.com/insider/egmis-bioshock-infinite-cover-story/</link>
		<comments>http://irrationalgames.com/insider/egmis-bioshock-infinite-cover-story/#comments</comments>
		<pubDate>Wed, 06 Jul 2011 18:29:45 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Ken Levine]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=15456</guid>
		<description><![CDATA[<p><em>BioShock Infinite</em> is on the cover of EGM magazine this month, and you can check out the <a href="http://www.egmnow.com/egmi/issue/250-1.html">full digital companion issue</a> for free. It includes a lengthy interview with our creative director Ken Levine, which can be watched in video form or&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p><em>BioShock Infinite</em> is on the cover of EGM magazine this month, and you can check out the <a href="http://www.egmnow.com/egmi/issue/250-1.html">full digital companion issue</a> for free. It includes a lengthy interview with our creative director Ken Levine, which can be watched in video form or read as a transcript.</p>
<p><img class="aligncenter size-full wp-image-15461" title="egmi_cover" src="http://irrationalgames.com/files/2011/07/egmi_cover.jpg" alt="" width="480" height="360" /></p>
<p>That gorgeous cover, by Irrational&#8217;s art team, marks the first time we&#8217;re showing the official face of <em>Infinite</em>&#8217;s protagonist, Booker DeWitt. And while the Ken interview is the primary focus of the feature, there&#8217;s also a nifty sidebar with background on a number of <em>Infinite</em> inspirations like the 1893 Columbia World&#8217;s Fair, the roots of the female figure Columbia as national personification, and&#8211;of course&#8211;zeppelins.</p>
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		<title>E3 Demo: The First Two Minutes</title>
		<link>http://irrationalgames.com/insider/e3-demo-the-first-two-minutes/</link>
		<comments>http://irrationalgames.com/insider/e3-demo-the-first-two-minutes/#comments</comments>
		<pubDate>Thu, 30 Jun 2011 20:18:46 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[E3 2011]]></category>
		<category><![CDATA[Ken Levine]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=15261</guid>
		<description><![CDATA[Check out the first two minutes of our E3 2011--and find out where to see the whole thing very soon.]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s almost here.</p>
<p>In our final teaser video before the full E3 2011 gameplay demonstration is released, creative director Ken Levine introduces the first two minutes of the demo. We&#8217;re also excited to announce that the whole shebang will premiere on Spike as part of a half-hour special with Ken and Geoff Keighley!</p>
<p><a href="http://irrationalgames.com/insider/e3-demo-the-first-two-minutes/"><em>Click here to view the embedded video.</em></a></p>
<p>Tune in to Spike on the evening of Thursday, July 7&#8211;check your local listings for the airtime of GameTrailers TV. It&#8217;ll be all over the internet the next day.</p>
]]></content:encoded>
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		<title>BioShock Infinite wins 75 E3 editorial honors</title>
		<link>http://irrationalgames.com/insider/bioshock-infinite-wins-75-e3-editorial-honors/</link>
		<comments>http://irrationalgames.com/insider/bioshock-infinite-wins-75-e3-editorial-honors/#comments</comments>
		<pubDate>Thu, 30 Jun 2011 13:51:37 +0000</pubDate>
		<dc:creator>ig.leonie</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[Awards]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[E3]]></category>
		<category><![CDATA[E3 2011]]></category>
		<category><![CDATA[Ken Levine]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=15241</guid>
		<description><![CDATA[<p>Irrational Games and 2K Games today announced that <em>BioShock Infinite</em>, the next installment in the <em>BioShock</em> series developed by Irrational Games, has earned 75 E3 2011 editorial awards, including 39 “Game of Show” awards.</p>
<p>In addition to these honors, the press had&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>Irrational Games and 2K Games today announced that <em>BioShock Infinite</em>, the next installment in the <em>BioShock</em> series developed by Irrational Games, has earned 75 E3 2011 editorial awards, including 39 “Game of Show” awards.</p>
<p>In addition to these honors, the press had high praise for what they saw of the game at E3 2011:</p>
<p>E! Online called <em>BioShock Infinite</em> “simply gorgeous, the best looking game at E3,” while USA Today said <em>BioShock Infinite</em> was “The most talked-about game at E3.” The New York Times wrote, “In narrative depth and intellectual ambition, <em>Infinite</em> appeared to be the top of the class at E3.”</p>
<p>“At this year’s E3, members of the Irrational team were honored to see the amazing games our industry friends and colleagues are producing. And we are thrilled that the gaming media selected <em>BioShock Infinite</em> as a standout title at the show,” said Ken Levine (<a href="http://twitter.com/iglevine">@iglevine</a>), creative director and president of Irrational Games.</p>
<p>In addition to the many independent editorial awards, <em>BioShock Infinite</em> also earned the industry’s most coveted E3 honor, the Game Critics Awards’ “Game of Show.” This marks another significant win for a title developed by Irrational Games, as the original <em>BioShock</em> was awarded the Game Critics Awards’ “Best Action/Adventure Game” honor in 2007.</p>
<p>A complete list of awards follows.</p>
<p>Best of Show Honors</p>
<ul>
<li>1UP</li>
<li>CNET</li>
<li>CNET TV</li>
<li>Cheat Code Central</li>
<li>Destructoid</li>
<li>Digital Trends</li>
<li>EGM</li>
<li>Electric Playground</li>
<li>Eurogamer.it</li>
<li>Everyeye.it</li>
<li>Examiner</li>
<li>FPSGuru</li>
<li>G4 X-Play</li>
<li>Game Informer</li>
<li>Game Informer &#8212; #1 Game in E3 Hot 50</li>
<li>Game Rant</li>
<li>Game Critics Awards</li>
<li>GameReactor TV</li>
<li>Game Revolution</li>
<li>GamerNode</li>
<li>Gamer Theory</li>
<li>GameSpy</li>
<li>GameTrailers</li>
<li>gamrFeed (VGChartz)</li>
<li>Giant Bomb</li>
<li>GotGame</li>
<li>IGN</li>
<li>Lazygamer.net</li>
<li>Machinima</li>
<li>Meristation</li>
<li>MovieStinger</li>
<li>MSNBC</li>
<li>MTV Multiplayer</li>
<li>Official Xbox Magazine UK</li>
<li>Pittsburgh Post Gazette: Game Guy Blog</li>
<li>Ripten</li>
<li>USA Today</li>
<li>Venture BeatVideogamer</li>
</ul>
<p>Other Awards and Honors</p>
<ul>
<li>Eurogamer.it – Best FPS of E3</li>
<li>G4 X-Play – Biggest Surprise</li>
<li>Game Critics Awards &#8211; Best Original Game</li>
<li>Game Critics Awards &#8211; Best PC Game</li>
<li>Game Critics Awards &#8211; Best Action/Adventure Game</li>
<li>Game Informer &#8211; Best Multiplatform Game</li>
<li>Game Informer &#8211; Best Action Game</li>
<li>GamePro – Most Awards Award</li>
<li>GamePro – Modern Warfare 3 vs. Battlefield 3 Award</li>
<li>Gamer Theory – Most Anticipated Games After E3</li>
<li>Gamer Theory – Best FPS</li>
<li>GameSpy &#8211; Best Multiplatform Game</li>
<li>GameSpy &#8211; Best Shooter</li>
<li>GamesRadar – Most Valuable Game</li>
<li>GameTrailers &#8211; Best PC</li>
<li>GameTrailers &#8211; Best X360</li>
<li>GameTrailers &#8211; Best PS3</li>
<li>GameTrailers &#8211; Best First Person Shooter</li>
<li>GamingExcellence – Best Graphics – Artistic</li>
<li>GamrFeed (VGChartz) – Best First-Person Shooter</li>
<li>Glitchytasty – Most Artsy</li>
<li>Glitchytasty &#8211; Best Story Teller</li>
<li>GotGame &#8211; Best FPS</li>
<li>IGN &#8211; Best Xbox 360 Game</li>
<li>IGN &#8211; Best PC Game</li>
<li>IGN &#8211; Best Shooter</li>
<li>Jeuxvideo – Best FPS</li>
<li>Lazygamer.net – Best Shooter</li>
<li>Meristation – Best FPS</li>
<li>MSNBC – Best Art Direction</li>
<li>Nowgamer – Best First Person Shooter of E3</li>
<li>Official Xbox Magazine &#8211; Most Valuable Game</li>
<li>PC Gamer &#8211; Most Valuable Game</li>
<li>PlayStation: The Official Magazine &#8212; Most Valuable Game</li>
<li>Spaziogames – Best Action/Adventure</li>
<li>Xbox 360 Achievements &#8211; Most Anticipated Games of E3</li>
</ul>
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		<title>Tears: Windows Into Other Worlds</title>
		<link>http://irrationalgames.com/insider/tears-windows-into-other-worlds/</link>
		<comments>http://irrationalgames.com/insider/tears-windows-into-other-worlds/#comments</comments>
		<pubDate>Thu, 23 Jun 2011 22:55:08 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[videos]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=15206</guid>
		<description><![CDATA[Ken Levine explains the "tears" that litter the world of Columbia--and Elizabeth's power to manipulate them.]]></description>
			<content:encoded><![CDATA[<p>Our series of <a href="../insider/columbias-factions-at-war/"><em>BioShock Infinite</em> video featurettes</a> continues as creative director Ken Levine explains the &#8220;tears&#8221; that  litter the world of Columbia&#8211;and Elizabeth&#8217;s power to manipulate them.</p>
<p><a href="http://irrationalgames.com/insider/tears-windows-into-other-worlds/"><em>Click here to view the embedded video.</em></a></p>
<p>And head over to the <a href="http://www.bioshockinfinite.com/">BioShock Infinite official website</a> for three new screenshots from the upcoming gameplay demo.</p>
]]></content:encoded>
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		<title>Columbia&#8217;s Factions at War</title>
		<link>http://irrationalgames.com/insider/columbias-factions-at-war/</link>
		<comments>http://irrationalgames.com/insider/columbias-factions-at-war/#comments</comments>
		<pubDate>Thu, 16 Jun 2011 17:47:12 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=15066</guid>
		<description><![CDATA[Creative director Ken Levine breaks down the conflict between Columbia's dominant factions: the Founders and the Vox Populi.]]></description>
			<content:encoded><![CDATA[<p>Our series of <a href="http://irrationalgames.com/insider/ken-levine-explains-sky-lines/"><em>BioShock Infinite</em> video featurettes</a> continues with a look at the conflict erupting between Columbia&#8217;s dominant factions, the ultranationalist Founders and the anarchical Vox Populi.</p>
<p><a href="http://irrationalgames.com/insider/columbias-factions-at-war/"><em>Click here to view the embedded video.</em></a></p>
<p>Stay tuned for the next video explaining Elizabeth&#8217;s ability to manipulate tears–and then the release of the full E3 2011 gameplay demonstration.</p>
]]></content:encoded>
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		<title>Ken Levine explains Sky-Lines</title>
		<link>http://irrationalgames.com/insider/ken-levine-explains-sky-lines/</link>
		<comments>http://irrationalgames.com/insider/ken-levine-explains-sky-lines/#comments</comments>
		<pubDate>Fri, 10 Jun 2011 21:16:02 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[E3 2011]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Sky-Lines]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=14901</guid>
		<description><![CDATA[Ken Levine explains Sky-Lines in the first of a series of video featurettes about the gameplay and world of BioShock Infinite.]]></description>
			<content:encoded><![CDATA[<p>Over the next few weeks, we&#8217;ll be releasing a series of video featurettes with Ken Levine explaining aspects of <em>BioShock Infinite</em>&#8217;s gameplay and world. First up is Sky-Lines, the rollercoaster-like freight networks that cross-cross Columbia and facilitate movement and combat.</p>
<p style="text-align: center"><p><a href="http://irrationalgames.com/insider/ken-levine-explains-sky-lines/"><em>Click here to view the embedded video.</em></a></p></p>
<p>Stay tuned for more of these videos&#8211;and then the release of the full E3 2011 gameplay demonstration.</p>
]]></content:encoded>
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		<slash:comments>35</slash:comments>
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		<title>Irrational Interviews 7: Brian Reynolds</title>
		<link>http://irrationalgames.com/insider/irrational-interviews-7-brian-reynolds/</link>
		<comments>http://irrationalgames.com/insider/irrational-interviews-7-brian-reynolds/#comments</comments>
		<pubDate>Thu, 02 Jun 2011 18:45:16 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[Irrational Interviews]]></category>
		<category><![CDATA[Brian Reynolds]]></category>
		<category><![CDATA[Chris Remo]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Irrational Podcasts]]></category>
		<category><![CDATA[Ken Levine]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=14666</guid>
		<description><![CDATA[If you've played Civilization II, Alpha Centauri, Rise of Nations, or Frontierville, you know the work of Brian Reynolds. Listen to his chat with Ken Levine about game design, storytelling, and entrepreneurship.]]></description>
			<content:encoded><![CDATA[<p style="text-align: center"><img class="aligncenter" title="irrational_interviews_logo_header2" src="../files/2010/11/irrational_interviews_logo_header2.jpg" alt="" width="480" height="411" /></p>
<p></p>
<p>If you&#8217;ve played <em>Civilization II</em>, <em>Alpha Centauri</em>, <em>Rise of Nations</em>, or <em>Frontierville</em>, you know the work of Brian Reynolds. Having spent 30 years (and counting) making games, Brian&#8217;s game design experience spans the most hardcore to the most casual. He co-founded Firaxis Games and Big Huge Games, and he&#8217;s now Chief Game Designer at social game giant Zynga.</p>
<p>Brian sat down with Irrational&#8217;s creative director Ken Levine for a chat that touches on the past, present, and potential future of games, on both the hardcore and casual sides of the spectrum. They discuss the ins and outs of entrepreneurship, the advantages of having Sid Meier around when you start a new company, and how a strategy game like <em>Alpha Centauri</em> and a shooter like <em>BioShock</em> may have more in common than you&#8217;d think.</p>
<p>Share your thoughts about this podcast in the comments below, or head over to the <a href="http://irrationalgames.com/community/forums/podcast-discussion/">forums</a> for more in-depth discussion.</p>
<p><a href="http://itunes.apple.com/us/podcast/irrational-podcasts/id412983840" target="_blank">iTunes Feed</a></p>
<p><a href="http://downloads.2kgames.com/irrational/IrrationalInterviews_s01e07_BrianReynolds.mp3">Direct Download Episode 7</a></p>
<p><a href="http://feeds.feedburner.com/irrationalgames"> Irrational Podcasts RSS Feed</a></p>
<ul>
<li>Produced by James Bonney &amp; Chris Remo</li>
<li>Music courtesy of <a href="http://www.myspace.com/thehappyhollows">The Happy Hollows</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>15</slash:comments>
<enclosure url="http://downloads.2kgames.com/irrational/IrrationalInterviews_s01e07_BrianReynolds.mp3" length="34590254" type="audio/mpeg" />
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		<title>Keighley grills Levine on GT.TV</title>
		<link>http://irrationalgames.com/insider/keighley-grills-levine-on-gt-tv/</link>
		<comments>http://irrationalgames.com/insider/keighley-grills-levine-on-gt-tv/#comments</comments>
		<pubDate>Mon, 11 Apr 2011 22:25:27 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Ken Levine]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=13891</guid>
		<description><![CDATA[<p>The next big gameplay demonstration of <em>BioShock Infinite </em>is coming&#8211;but not until E3. Until then, let the dulcet tones of our creative director Ken Levine ease the wait.</p>
<p><a href="http://www.gametrailers.com/video/ken-levine-gt-tv-extended/712665">Ken spoke to GT.TV&#8217;s Geoff Keighley about the game</a>, tossing out a few&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>The next big gameplay demonstration of <em>BioShock Infinite </em>is coming&#8211;but not until E3. Until then, let the dulcet tones of our creative director Ken Levine ease the wait.</p>
<p><a href="http://www.gametrailers.com/video/ken-levine-gt-tv-extended/712665">Ken spoke to GT.TV&#8217;s Geoff Keighley about the game</a>, tossing out a few new details and hints about what&#8217;s coming. Even if you saw the original airing last week on Spike, you&#8217;ll want to check out this extended eight-minute cut. There&#8217;s brief but tantalizing talk of the Vox Populi faction, Sky-lines, the player&#8217;s relationship with Elizabeth, and more.</p>
]]></content:encoded>
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		<slash:comments>26</slash:comments>
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		<title>Gamers Heart Japan special airs this weekend</title>
		<link>http://irrationalgames.com/insider/gamers-heart-japan-special-airs-this-weekend/</link>
		<comments>http://irrationalgames.com/insider/gamers-heart-japan-special-airs-this-weekend/#comments</comments>
		<pubDate>Fri, 01 Apr 2011 19:59:14 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[charity]]></category>
		<category><![CDATA[Ken Levine]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=13486</guid>
		<description><![CDATA[<p>Dozens of video game developers and journalists recently came together to produce <em>Gamers Heart Japan</em>, a one-hour special aimed at spurring Red Cross donations to benefit victims of the recent Japanese earthquake and Pacific tsunami.</p>
<p>The special will be televised and&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>Dozens of video game developers and journalists recently came together to produce <em>Gamers Heart Japan</em>, a one-hour special aimed at spurring Red Cross donations to benefit victims of the recent Japanese earthquake and Pacific tsunami.</p>
<p>The special will be televised and made available online this Sunday, and features interviews with industry folks discussing the considerable impact Japanese games have had on the medium, and on their own careers. Irrational creative director Ken Levine offers his thoughts, along with Bethesda&#8217;s Todd Howard, Double Fine&#8217;s Tim Schafer, Firaxis&#8217; Sid Meier, Lionhead&#8217;s Peter Molyneux, and many more.</p>
<p><a href="http://irrationalgames.com/insider/gamers-heart-japan-special-airs-this-weekend/"><em>Click here to view the embedded video.</em></a></p>
<p>Initial air times and channels are as follows:</p>
<ul>
<li>G4TV (United States), April 4, 2AM ET/PT</li>
<li>Citytv (Canada), April 3, 4PM all time zones</li>
<li>G4 (Canada), April 3, 6PM ET/PT</li>
<li>SPACE (Canada), April 3, 7PM ET</li>
<li>Sci-Fi (Australia), April 3, 7PM ET</li>
</ul>
<p>The special will also be available to watch on major online video sources like Hulu and YouTube at roughly 7PM Eastern Time on Sunday, April 3.</p>
<p><a href="http://american.redcross.org/gamersheartjapan-pub">Check out the <em>Gamers Heart Japan</em> official site</a>, or <a href="http://american.redcross.org/gamersheartjapan-pub">go directly to the Red Cross donation page</a>.</p>
]]></content:encoded>
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		<title>Ken talks BioShock Infinite with Kotaku</title>
		<link>http://irrationalgames.com/insider/ken-talks-bioshock-infinite-with-kotaku/</link>
		<comments>http://irrationalgames.com/insider/ken-talks-bioshock-infinite-with-kotaku/#comments</comments>
		<pubDate>Fri, 25 Mar 2011 16:19:02 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Kotaku]]></category>
		<category><![CDATA[Nate Wells]]></category>
		<category><![CDATA[Stephen Totilo]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=13401</guid>
		<description><![CDATA[<p><em>&#8220;You can&#8217;t have a society without a battle of ideas.&#8221;</em></p>
<p>That&#8217;s the crux of <a href="http://kotaku.com/#!5785338/how-bioshock-infinites-creators-are-crafting-adventure-from-labor-strife-dead-horses-and-the-energy-of-the-tea-party">this Kotaku interview with Irrational creative director Ken Levine</a>. Kotaku&#8217;s Stephen Totilo delves into the inspirations that underpin <em>BioShock Infinite</em>&#8217;s city of Columbia and the forces that&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p><em>&#8220;You can&#8217;t have a society without a battle of ideas.&#8221;</em></p>
<p>That&#8217;s the crux of <a href="http://kotaku.com/#!5785338/how-bioshock-infinites-creators-are-crafting-adventure-from-labor-strife-dead-horses-and-the-energy-of-the-tea-party">this Kotaku interview with Irrational creative director Ken Levine</a>. Kotaku&#8217;s Stephen Totilo delves into the inspirations that underpin <em>BioShock Infinite</em>&#8217;s city of Columbia and the forces that are tearing it apart. Those disparate inspirations include historical labor conflicts, Sinclair Lewis&#8217; <em>It Can&#8217;t Happen Here</em>, Ridley Scott&#8217;s film <em>Alien</em>, and&#8230;a picture of a dead horse.</p>
<p><a href="http://irrationalgames.com/files/2011/03/deadhorse.jpg"><img class="aligncenter size-large wp-image-13431" title="deadhorse" src="http://irrationalgames.com/files/2011/03/deadhorse-480x287.jpg" alt="" width="480" height="287" /></a></p>
<p>Touching on some ground covered during <a href="http://irrationalgames.com/insider/the-creation-of-columbia-at-pax-east/">Irrational&#8217;s PAX East panel on world creation</a>, Ken described how <em>BioShock Infinite</em> once revolved around &#8220;a rift between technologists and Luddites.&#8221; That conflict didn&#8217;t quite hit home, however, and the &#8220;battle of ideas&#8221; eventually coalesced into the current factional battle between the city&#8217;s nationalist Founders and the insurgent Vox Populi.</p>
<p>The interview is punctuated with historical photography captioned by art director Nate Wells, who explains how the reference material informs <em>BioShock Infinite</em>&#8217;s development&#8211;both in terms of direct visual inspiration as well as environmental storytelling methods.</p>
<p><a href="http://irrationalgames.com/files/2011/03/natestache.jpg">Nate&#8217;s moustache</a> does not make an appearance.</p>
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		<title>The Creation of Columbia at PAX</title>
		<link>http://irrationalgames.com/insider/the-creation-of-columbia-at-pax-east/</link>
		<comments>http://irrationalgames.com/insider/the-creation-of-columbia-at-pax-east/#comments</comments>
		<pubDate>Wed, 16 Mar 2011 15:45:21 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Nate Wells]]></category>
		<category><![CDATA[PAX]]></category>
		<category><![CDATA[pax east 2011]]></category>
		<category><![CDATA[Shawn Robertson]]></category>
		<category><![CDATA[Stephen Alexander]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=12866</guid>
		<description><![CDATA[Learn where Columbia came from--and how much it's changed from its earliest conception.]]></description>
			<content:encoded><![CDATA[<p><em>&#8220;You could float 12 different kinds of cities up there&#8211;the question is, does it fit the narrative and support the narrative?&#8221; -Nate Wells</em></p>
<p>Ken Levine and Irrational&#8217;s senior art team packed the house at PAX East 2011 with an hour-long discussion about the studio&#8217;s approach to creating video game worlds. Art director Nate Wells, lead artist Shawn Robertson, and senior effects  artist Stephen Alexander joined Ken with moderator Julian Murdoch to show the evolution of <em>BioShock Infinite</em>&#8217;s flying city of Columbia&#8211;starting from, essentially, Rapture in the sky. Newly-revealed concept art and Sky-Line prototype videos accompanied the presentation.</p>
<p><em>Video of the panel is available from <a href="http://www.gamespot.com/events/paxeast2011/video.html?sid=6303637">GameSpot</a> and <a href="http://www.g4tv.com/thefeed/blog/post/711011/video-bioshock-infinite-panel-from-pax-east-2011/">G4</a>. The GameSpot version includes the Q&amp;A section at the end.</em></p>
<p>One image that appeared several times throughout the panel was this simple guide, created by <em>BioShock</em> art director Scott Sinclair and given to Nate as he took over art director duties for <em>Infinite</em>:</p>
<p style="text-align: center"><code><a><img class="size-full wp-image-12976  aligncenter" title="bi_artdirector" src="http://irrationalgames.com/files/2011/03/bi_artdirector.jpg" alt="" width="288" height="330" /></a></code></p>
<p>The image pokes fun at the notion that creating the game would be as easy as moving the city up to the clouds, but it also serves as a reminder that at one point Columbia really was a lot like Rapture. This concept image shows a scene that&#8217;s so dark and constrained by clouds that it might as well be underwater. Even the Art Nouveau architecture is reminiscent of Rapture&#8217;s Art Deco:</p>
<p><a href="http://irrationalgames.com/files/2011/03/A-1024border-color.jpg"></a><a href="http://irrationalgames.com/files/2011/03/A-1024border-color.jpg"><img class="aligncenter size-large wp-image-12996" title="A 1024border color" src="http://irrationalgames.com/files/2011/03/A-1024border-color-480x302.jpg" alt="" width="480" height="302" /></a><br />
&#8220;This is a lie we tell ourselves every time we start a game,&#8221; Nate said, referring to early assumptions about the straightforward <em>BioShock</em>-in-the-sky approach. &#8220;I think it&#8217;s evolutionary. If you go to the dawn of man, there&#8217;s a cave with elders sitting around going, &#8216;Today we&#8217;re going to hunt a buffalo. It&#8217;s pretty much a big raccoon. We&#8217;re just going to do what we do in raccoon hunting, like, <em>more</em>.&#8217;&#8221;</p>
<p>Of course, he added, &#8220;if it really was like this, we&#8217;d be so fucking bored that we wouldn&#8217;t know what to do.&#8221;</p>
<p>The bright Fourth of July Americana look that <em>Infinite</em> had adopted by the time it was announced came later&#8211;but once it did, it became obvious to the team that it was the right approach.</p>
<p>Throughout the panel, the crew showed pieces of period reference photography, much of which was drawn from the excellent <a href="http://www.shorpy.com/">Shorpy Historical Photo Archive</a>. It&#8217;s an invaluable source for those interested in past eras (including Ken, who describes himself as a big documentary nerd). Nate also called out Erik Larson&#8217;s <a href="http://en.wikipedia.org/wiki/The_Devil_in_the_White_City"><em>The Devil in the White City</em></a>, which simultaneously chronicles the creation of Chicago&#8217;s 1893 World&#8217;s Fair and recounts the story of Dr. H.H. Holmes, America&#8217;s first serial killer. Many Irrational team members read the book while developing <em>Infinite</em>&#8217;s setting and concept, and it helped to crystallize the optimism, ambition&#8211;and darkness&#8211;that characterized the era.</p>
<p><a href="http://irrationalgames.com/files/2011/03/shorpy_reference.jpg"><img class="aligncenter size-large wp-image-13041" title="shorpy_reference" src="http://irrationalgames.com/files/2011/03/shorpy_reference-480x315.jpg" alt="" width="480" height="315" /></a></p>
<p>Later, the panel audience was shown a proof-of-concept video showing a player leap from Sky-Line to Sky-Line armed with a rocket launcher. While visually primitive, the footage was an important step in development, as it gave the team a glimpse at the kinds of gameplay Sky-Lines could support. That video was followed up with a test from the art team showing how audiovisual presentation could help sell the experience to players. Both videos can be seen in the GameSpot and G4 footage.</p>
<p>Ken summed up the ultimate goal for Sky-Lines in <em>BioShock Infinite</em>: &#8220;It&#8217;s like being on a rollercoaster, but you&#8217;re hanging in the air and you have a fucking gun.&#8221;</p>
<p>Finally, during our <a href="http://irrationalgames.com/insider/irrationals-pax-east-report/">PAX fan event</a>, we were presented with an unexpected mashup of the Art Director image and Robb Waters&#8217; take on <a href="http://irrationalgames.com/insider/get-irrational-swag-at-pax-east/">Dog in a Wheelchair</a>. Apparently, community member <strong>Japester</strong> sketched this remarkable Dog in a Balloon Harness during the panel:</p>
<p><a href="http://irrationalgames.com/files/2011/03/doginaharness.jpg"><img class="aligncenter size-full wp-image-13111" title="doginaharness" src="http://irrationalgames.com/files/2011/03/doginaharness.jpg" alt="" width="480" height="276" /></a></p>
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		<title>Irrational&#8217;s PAX East panel announced</title>
		<link>http://irrationalgames.com/insider/irrationals-pax-east-panel-announced/</link>
		<comments>http://irrationalgames.com/insider/irrationals-pax-east-panel-announced/#comments</comments>
		<pubDate>Mon, 14 Feb 2011 17:17:07 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Julian Murdoch]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Nate Wells]]></category>
		<category><![CDATA[PAX]]></category>
		<category><![CDATA[pax east 2011]]></category>
		<category><![CDATA[Shawn Robertson]]></category>
		<category><![CDATA[Stephen Alexander]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=12221</guid>
		<description><![CDATA[Learn how Columbia was created in Irrational Games' PAX East panel featuring Ken Levine, Nate Wells, Shawn Robertson, and Stephen Alexander.]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-12246" title="paxeast_story" src="http://irrationalgames.com/files/2011/02/paxeast_story.jpg" alt="" width="480" height="324" />How was Columbia created?</p>
<p>Key Irrational developers will answer that question during an in-depth panel at PAX East in Boston this March, with <em>BioShock Infinite </em>materials ranging from concept sketches to fully formed scenes. Creative director Ken Levine, art director Nate Wells, lead artist Shawn Robertson, and senior effects artist Stephen Alexander will show not just how Columbia was created from a technical standpoint, but how it was originally conceived and how it became a key character at the heart of <em>BioShock Infinite</em>.</p>
<p><strong>&#8220;From Background To Center Stage: Building Game Worlds As Main Characters&#8221; will be held at 5:00pm in the Manticore Theater on Friday, March 11. </strong></p>
<p>Plan the rest of your PAX East schedule with the <a href="http://east.paxsite.com/schedule.php">official show schedule</a>, and check out how you can <a href="http://irrationalgames.com/insider/get-irrational-swag-at-pax-east/">pick up some free swag courtesy of Irrational Games</a>!</p>
]]></content:encoded>
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		<title>Irrational Interviews 6: Randy Pitchford</title>
		<link>http://irrationalgames.com/insider/irrational-interviews-6-randy-pitchford/</link>
		<comments>http://irrationalgames.com/insider/irrational-interviews-6-randy-pitchford/#comments</comments>
		<pubDate>Thu, 03 Feb 2011 20:41:46 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[Irrational Interviews]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Gearbox Software]]></category>
		<category><![CDATA[Irrational Podcasts]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Randy Pitchford]]></category>
		<category><![CDATA[Shawn Elliott]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=11931</guid>
		<description><![CDATA[Gearbox Software co-founder and CEO Randy Pitchford joins Ken Levine for a discussion about making games, selling games, running game studios, and looking into the industry's future.]]></description>
			<content:encoded><![CDATA[<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/11/irrational_interviews_logo_header2.jpg"><img class="size-full wp-image-10556 aligncenter" title="irrational_interviews_logo_header2" src="http://irrationalgames.com/files/2010/11/irrational_interviews_logo_header2.jpg" alt="" width="480" height="411" /></a></p>
<p></p>
<p>Randy Pitchford surprised the world when he announced at PAX 2010 that the near-mythical <em>Duke Nukem Forever</em> would actually come out in 2011, courtesy of his studio Gearbox Software. The independent company developed the <em>Half-Life</em> expansions <em>Opposing Force</em> and <em>Blue Shift</em> as well as the successful World War II series <em>Brothers in Arms</em>, and it struck gold in 2009 with <em>Borderlands</em>, a visually distinctive FPS-RPG blending <em>Diablo</em>&#8217;s addictive lootfest with the action of a shooter.</p>
<p>Over Gearbox&#8217;s decade of operation, Pitchford has become known as an enthusiastic and outspoken representative of his studio&#8211;and of the industry. He joins Ken Levine and Shawn Elliott on this episode of Irrational Interviews to discuss how things have changed for game developers and what they want out of the next generation of game consoles. And since both Ken and Randy, now studio heads, started their careers in the trenches, they reminisce on how much more infuriating dev tools once were.</p>
<p>&#8220;Kismet is amazing compared to some of the things we had back in the day,&#8221; said Randy, referring to Unreal Engine 3&#8217;s scripting tool. &#8220;It&#8217;s funny when all the newbies bitch about it&#8211;it&#8217;s like, dude, you don&#8217;t even know. Shut the hell up, you have no idea what we struggled with!&#8221;</p>
<p>&#8220;I try to describe to people what it was like working in the Dark Engine on <em>System Shock 2</em>,&#8221; Ken agreed, &#8220;but you know what you sound like though? You sound like a fucking grandpa.&#8221;</p>
<p>Share your thoughts about this podcast in the comments below, or head over to the <a href="http://irrationalgames.com/community/forums/podcast-discussion/">forums</a> for more in-depth discussion.</p>
<p><a href="http://itunes.apple.com/us/podcast/irrational-podcasts/id412983840" target="_blank">iTunes Feed</a></p>
<p><a href="http://downloads.2kgames.com/irrational/IrrationalInterviews_s01e06_RandyPitchford.mp3">Direct Download Episode 6</a></p>
<p><a href="http://feeds.feedburner.com/irrationalgames">Irrational Podcasts RSS Feed</a></p>
<ul>
<li>Produced by James Bonney, Shawn Elliott, &amp; Chris Remo; editing by Tim Franklin (Ant Bear Audio)</li>
<li>Music courtesy of <a href="http://www.myspace.com/thehappyhollows">The Happy Hollows</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>23</slash:comments>
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		<title>Ken Levine talks BioShock Infinite with GamePro</title>
		<link>http://irrationalgames.com/insider/ken-levine-talks-bioshock-infinite-with-gamepro/</link>
		<comments>http://irrationalgames.com/insider/ken-levine-talks-bioshock-infinite-with-gamepro/#comments</comments>
		<pubDate>Wed, 02 Feb 2011 21:32:33 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Ken Levine]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=11886</guid>
		<description><![CDATA[<p>What do <em>The Shining, Blue Velvet</em>, and rollercoasters have in common?</p>
<p>They were all among the influences that have contributed to <em>BioShock Infinite</em>, according to <a href="http://www.gamepro.com/article/features/218053/ken-levine-talks-bioshock-infinite-inspirations/">GamePro&#8217;s new interview with creative director Ken Levine</a>.</p>
<p>Levine discusses the underpinnings of <em>BioShock Infinite</em> and its setting,&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>What do <em>The Shining, Blue Velvet</em>, and rollercoasters have in common?</p>
<p>They were all among the influences that have contributed to <em>BioShock Infinite</em>, according to <a href="http://www.gamepro.com/article/features/218053/ken-levine-talks-bioshock-infinite-inspirations/">GamePro&#8217;s new interview with creative director Ken Levine</a>.</p>
<p>Levine discusses the underpinnings of <em>BioShock Infinite</em> and its setting, the floating city of Columbia, and explains how some elements of the original <em>BioShock </em>have earned their place in <em>Infinite</em> while others had to be heavily rethought or even discarded.</p>
<p>&#8220;You have both those interior spaces, which are more familiar to people  who have played BioShock, and you have encounters that take place from  half-a-mile&#8217;s distance over the city&#8217;s Skyline,&#8221; Ken told GamePro. &#8220;You&#8217;re  having encounters with 15 guys at once, both up close and at range.</p>
<p>&#8220;You  have enemies that move through the sky, enemies that move across the  ground, and enemies that jump great distances. You just have this whole  range of expression you just never had in a previous <em>BioShock </em>game, and  you&#8217;re doing it all on an essentially unstable platform; entire parts of  the city can move and fall out of the sky at a moment&#8217;s notice.&#8221;</p>
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		<item>
		<title>Irrational Behavior 8: Immigrants and Natives</title>
		<link>http://irrationalgames.com/insider/irrational-behavior-8-immigrants-and-natives/</link>
		<comments>http://irrationalgames.com/insider/irrational-behavior-8-immigrants-and-natives/#comments</comments>
		<pubDate>Fri, 07 Jan 2011 17:12:04 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[Irrational Behavior]]></category>
		<category><![CDATA[Alexx Kay]]></category>
		<category><![CDATA[Bill Gardner]]></category>
		<category><![CDATA[Chris Kline]]></category>
		<category><![CDATA[Chris Remo]]></category>
		<category><![CDATA[Don Norbury]]></category>
		<category><![CDATA[Irrational Podcasts]]></category>
		<category><![CDATA[Jeff Seamster]]></category>
		<category><![CDATA[Josh Davis]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Murray Kraft]]></category>
		<category><![CDATA[Nate Wells]]></category>
		<category><![CDATA[Robert Tzong]]></category>
		<category><![CDATA[Scott Sinclair]]></category>
		<category><![CDATA[Shawn Robertson]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=11256</guid>
		<description><![CDATA[Irrational Behavior returns as one of the studio's newest employees attempts to answer the question, "What is Irrational's mission?"]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-6126" title="irrational_behavior2" src="http://irrationalgames.com/files/2010/08/irrational_behavior2.jpg" alt="" width="480" height="337" /></p>
<p></p>
<p>Does Irrational Games have a mission? Can there possibly be any methods to its well-documented madness? We&#8217;re ringing in the new year with an attempt to answer those questions, viewed through the lens of an employee who joined Irrational just four months ago. Discussions with studio members of all stripes&#8211;ranging from other relative newcomers all the way to co-founder Ken Levine&#8211;reveal that nothing is certain in the world of game development. And that&#8217;s just fine.</p>
<ul>
<li>Part 1: The Co-Founder &#8211; Ken Levine</li>
<li>Part 2: Immigrants &#8211; Don Norbury, Jeff Seamster, Josh Davis, Murray Kraft</li>
<li>Part 3: Gatekeepers &#8211; Bill Gardner, Shawn Robertson, Robert Tzong, Chris Kline</li>
<li>Part 4: Natives &#8211; Alexx Kay, Nate Wells, Scott Sinclair, Shawn Robertson</li>
</ul>
<p>Going forward, Irrational podcasts will continue to release once a month, but our plan is to alternate Irrational Behavior with Irrational Interviews. If you already subscribe to the individual podcast RSS feeds, please replace them with <a href="http://feeds.feedburner.com/irrationalgames">this new combined feed</a> that incorporates both Behavior and Interviews.</p>
<p><a href="http://downloads.2kgames.com/irrational/IrrationalBehavior_s02_e08.mp3">Direct Download Episode 8</a></p>
<p><a href="http://feeds.feedburner.com/irrationalgames">Irrational Podcasts RSS Feed</a></p>
<p><a href="http://itunes.apple.com/us/podcast/id412983840">Irrational Podcasts iTunes Page</a></p>
<p>Podcast music provided by:</p>
<ul>
<li><a href="http://georgeglass.bandcamp.com/">George Glass</a> (Theme music)</li>
<li><a href="http://www.spiritkidmusic.com/">Spirit Kid</a> (Part 1 intro)</li>
<li><a href="http://permafav.com/">Permafav</a> (Part 2 intro)</li>
<li><a href="http://www.patrickbalthrop.com/">Patrick Balthrop</a> (Part 3 intro)</li>
<li><a href="http://walkingsleep.com/">Walking Sleep</a> (Part 4 intro)</li>
<li><a href="http://www.themonolators.com/">The Monolators</a> (Ending music)</li>
</ul>
]]></content:encoded>
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		<title>Irrational Interviews Episode 5: Zack Snyder</title>
		<link>http://irrationalgames.com/insider/irrational-interviews-episode-5-zack-snyder/</link>
		<comments>http://irrationalgames.com/insider/irrational-interviews-episode-5-zack-snyder/#comments</comments>
		<pubDate>Wed, 01 Dec 2010 16:30:47 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[Irrational Interviews]]></category>
		<category><![CDATA[Chris Remo]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Irrational Podcasts]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Zack Snyder]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=10886</guid>
		<description><![CDATA[Film director Zack Snyder (300, Watchmen) joins Ken Levine for a discussion of adapting and respecting material, the problem with video game movies, and nerd culture throughout the ages.]]></description>
			<content:encoded><![CDATA[<p style="text-align: center"><a href="http://irrationalgames.com/files/2010/11/irrational_interviews_logo_header2.jpg"><img class="size-full wp-image-10556 aligncenter" title="irrational_interviews_logo_header2" src="http://irrationalgames.com/files/2010/11/irrational_interviews_logo_header2.jpg" alt="" width="480" height="411" /></a></p>
<p></p>
<p>Over the last several years, film director Zack Snyder has built a reputation on the back of successfully adapting and remaking fan-favorite works like the comic books <em>300 </em>and <em>Watchmen</em>, and the zombie film <em>Dawn of the Dead</em>. His next film, <em>Sucker Punch</em>, is based on an original screenplay but draws from many of those same nerd-culture inspirations.</p>
<p>For this episode of Irrational Interviews, Zack joined Irrational creative director Ken Levine as well as Chris Remo for a discussion of how mainstream treatment of niche entertainment has evolved in recent years&#8211;but how Hollywood still lags behind when it comes to worthwhile adaptation of video games. Snyder and Levine also discuss the finer points of translating Frank Miller&#8217;s comic book panels to the screen, and interpreting Ayn Rand&#8217;s philosophical manifestos in a video game; the processes are more similar than you&#8217;d think.</p>
<p>Share your thoughts about this podcast in the comments below, or head over to the <a href="http://irrationalgames.com/community/forums/podcast-discussion/">forums</a> for more in-depth discussion.</p>
<p><a href="http://itunes.apple.com/podcast/irrational-interviews/id380486802" target="_blank">iTunes Feed</a></p>
<p><a href="http://downloads.2kgames.com/irrational/IrrationalInterviews_s01e05_ZackSnyder.mp3">Direct Download Episode 5</a></p>
<p><a href="http://feeds.feedburner.com/irrationalgames">Irrational Podcasts RSS Feed</a></p>
<ul>
<li>Produced by James Bonney &amp; Chris Remo; editing by Tim Franklin (Ant Bear Audio)</li>
<li>Music courtesy of <a href="http://www.myspace.com/thehappyhollows">The Happy Hollows</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>19</slash:comments>
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		<title>Irrational Interviews Episode 4: Cliff Bleszinski</title>
		<link>http://irrationalgames.com/insider/irrational-interviews-episode-4/</link>
		<comments>http://irrationalgames.com/insider/irrational-interviews-episode-4/#comments</comments>
		<pubDate>Wed, 03 Nov 2010 23:43:38 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[Irrational Interviews]]></category>
		<category><![CDATA[Chris Remo]]></category>
		<category><![CDATA[Cliff Bleszinski]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Irrational Podcasts]]></category>
		<category><![CDATA[Ken Levine]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=10376</guid>
		<description><![CDATA[Epic Games design director and game industry celebrity Cliff Bleszinski joins us for an Irrational Interviews discussion about his unique role in games, outside perceptions of the medium, and the collaborative nature of development.]]></description>
			<content:encoded><![CDATA[<p><a href="http://irrationalgames.com/files/2010/09/irrational_interviews_logo_header2.jpg"><img class="aligncenter size-full wp-image-7561" title="irrational_interviews_logo_header2" src="http://irrationalgames.com/files/2010/09/irrational_interviews_logo_header2.jpg" alt="" width="480" height="411" /></a></p>
<p></p>
<p>Not many game developers can be considered celebrities, but Cliff Bleszinski fits the bill. One of the industry&#8217;s best-known names, he travels in star-studded circles and serves as a de facto representative for games among a wider audience. Meanwhile, he holds down a day job as design director at Epic Games, where he&#8217;s in the middle of development on <em>Gears of War 3</em>.</p>
<p>Cliff joins Irrational&#8217;s own creative director Ken Levine as well as Chris Remo to discuss that unique role as well as how the mainstream perceives game makers. And along with that consideration of game industry celebrity, there is talk of the realities of how games are made: the collaborative team-based development process.</p>
<p>Share your thoughts about this podcast in the comments below, or head over to the <a href="http://irrationalgames.com/community/forums/podcast-discussion/">forums</a> for more in-depth discussion.</p>
<p><a href="http://itunes.apple.com/podcast/irrational-interviews/id380486802" target="_blank">iTunes Feed</a></p>
<p><a href="http://downloads.2kgames.com/irrational/IrrationalInterviews_s01e04_CliffBleszinski.mp3">Direct Download Episode 4</a></p>
<p><a href="http://feeds.feedburner.com/irrationalgames">Irrational Podcasts RSS Feed</a></p>
<ul>
<li>Produced by James Bonney &amp; Chris Remo, with editing by Tim Franklin (Ant Bear Audio)</li>
<li>Music courtesy of <a href="http://www.myspace.com/thehappyhollows">The Happy Hollows</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>35</slash:comments>
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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>
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		<title>Irrational Interviews Episode 3: Kieron Gillen</title>
		<link>http://irrationalgames.com/insider/irrational-interviews-episode-3/</link>
		<comments>http://irrationalgames.com/insider/irrational-interviews-episode-3/#comments</comments>
		<pubDate>Wed, 06 Oct 2010 20:33:50 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[Irrational Interviews]]></category>
		<category><![CDATA[Chris Remo]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Irrational Podcasts]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Kieron Gillen]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=9121</guid>
		<description><![CDATA[The third episode of Irrational Interviews features game journalist-turned-comics writer Kieron Gillen, founder of Rock Paper Shotgun and author of Phonogram and a recent run on Marvel's Thor.]]></description>
			<content:encoded><![CDATA[<p><a href="http://irrationalgames.com/files/2010/09/irrational_interviews_logo_header2.jpg"><img class="aligncenter size-full wp-image-7561" title="irrational_interviews_logo_header2" src="http://irrationalgames.com/files/2010/09/irrational_interviews_logo_header2.jpg" alt="" width="480" height="411" /></a></p>
<p></p>
<p>Creative people have no shortage of media through which to express their ideas, and they often move from one to another before they find the one that most speaks to them. Kieron Gillen had a long and successful career as a game journalist, including founding the popular PC game blog <a href="http://www.rockpapershotgun.com/">Rock, Paper, Shotgun</a>. Now, he has largely put journalism behind him and has signed an agreement to write comic books exclusively for Marvel, following his respected work on Marvel&#8217;s <em>Thor</em> and the Image-published <em>Phonogram</em>.</p>
<p>In the third episode of Irrational Interviews, Gillen joins Irrational&#8217;s Ken Levine and Chris Remo to talk about how creative works can convey the fears, preoccupations, and passions of their makers. They discuss the similarities (and differences) between comics and games, and how it becomes more difficult for creators to perceive their works in the same way consumers see them. Also, learn what horse-faced hammer-wielding space aliens have to do with musings on humanity and divinity.</p>
<p>Share your thoughts about this podcast in the comments below, or head over to the <a href="http://irrationalgames.com/community/forums/podcast-discussion/">forums</a> for more in-depth discussion.</p>
<p><a href="http://itunes.apple.com/podcast/irrational-interviews/id380486802" target="_blank">iTunes Feed</a></p>
<p><a href="http://downloads.2kgames.com/irrational/IrrationalInterviews_s01e03_KieronGillen.mp3">Direct Download Episode 3</a></p>
<p><a href="http://feeds.feedburner.com/irrationalgames">Irrational Podcasts RSS Feed</a></p>
<ul>
<li>Produced by James Bonney, Chris Remo, and Alan Bise</li>
<li>Music provided by <a href="http://www.myspace.com/thehappyhollows">The Happy Hollows</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>16</slash:comments>
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		<title>A pair of Infinite interviews</title>
		<link>http://irrationalgames.com/insider/a-pair-of-infinite-interviews/</link>
		<comments>http://irrationalgames.com/insider/a-pair-of-infinite-interviews/#comments</comments>
		<pubDate>Thu, 09 Sep 2010 21:19:06 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Tim Gerritsen]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=7876</guid>
		<description><![CDATA[<p>This week saw the release of two new in-depth <em>BioShock Infinite</em> interviews, one with creative director Ken Levine and another with development director Tim Gerritsen.</p>
<ul>
<li><a href="http://pc.ign.com/articles/111/1118675p1.html">Ken spoke with IGN Australia</a> about a broad spectrum of topics, including the game&#8217;s setting, its expanded combat&#8230;</li></ul>]]></description>
			<content:encoded><![CDATA[<p>This week saw the release of two new in-depth <em>BioShock Infinite</em> interviews, one with creative director Ken Levine and another with development director Tim Gerritsen.</p>
<ul>
<li><a href="http://pc.ign.com/articles/111/1118675p1.html">Ken spoke with IGN Australia</a> about a broad spectrum of topics, including the game&#8217;s setting, its expanded combat possibilities, the game engine, and more.</li>
<li>Similarly, <a href="http://xbox-360.nowgamer.com/previews/xbox-360/1270/bioshock-infinite?o=0#listing">Tim&#8217;s interview with NowGamer</a> was wide-ranging, with discussion on <em>BioShock Infinite</em>&#8217;s development history, the shift from a focus on darkness to light, and the crucial role of the player&#8217;s companion Elizabeth.</li>
</ul>
<p>Both interviews were based on material shown to the press and PAX attendees in our ten-minute gameplay video, which we&#8217;re looking forward to sharing with all the rest of you later this month.</p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
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		<item>
		<title>BioShock Infinite press coverage and interviews</title>
		<link>http://irrationalgames.com/insider/bioshock-infinite-press-coverage-and-interviews/</link>
		<comments>http://irrationalgames.com/insider/bioshock-infinite-press-coverage-and-interviews/#comments</comments>
		<pubDate>Thu, 02 Sep 2010 17:56:38 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Shawn Robertson]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=7581</guid>
		<description><![CDATA[<p>Plenty of <em>BioShock Infinite</em> press coverage has hit the web recently, including interviews with creative director Ken Levine and other Irrational team members. Here are some notable pieces from the past week:</p>
<ul>
<li>It was Ken&#8217;s birthday yesterday, and <a href="http://www.1up.com/news/irrational-prototype-ideas-living-2k">1UP happened to be&#8230;</a></li></ul>]]></description>
			<content:encoded><![CDATA[<p>Plenty of <em>BioShock Infinite</em> press coverage has hit the web recently, including interviews with creative director Ken Levine and other Irrational team members. Here are some notable pieces from the past week:</p>
<ul>
<li>It was Ken&#8217;s birthday yesterday, and <a href="http://www.1up.com/news/irrational-prototype-ideas-living-2k">1UP happened to be here in the office</a> to get the party on video, as well as chat about the early development of <em>BioShock Infinite</em>.</li>
<li>Ken was <a href="http://1067thefandc.cbslocal.com/2010/08/30/chad-dukes-interviews-ken-levine/">interviewed by sports radio personality Chad Dukes</a>, but sports talk wasn&#8217;t on the agenda. The pair discussed the <em>BioShock Infinite </em>reveal, multiplayer considerations, morality in games, the in-development <em>BioShock </em>film, and more.</li>
<li>GameSpy <a href="http://xbox360.gamespy.com/xbox-360/bioshock-3/1116597p1.html">spoke with lead artist Shawn Robertson</a> about <em>BioShock Infinite</em>&#8217;s visual and historical influences, and Irrational&#8217;s attitude to developing the game.</li>
<li>A musically-attuned fellow <a href="http://www.youtube.com/watch?v=LSCswCg-9gk">set the<em> BioShock  Infinite</em> trailer to song</a>. &#8220;Tell a baby to talk to the hand,&#8221; he recommends.</li>
</ul>
<p>Enjoy!</p>
]]></content:encoded>
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		<item>
		<title>Irrational Interviews Episode 2: Brian Michael Bendis</title>
		<link>http://irrationalgames.com/insider/irrational-interviews-episode-2/</link>
		<comments>http://irrationalgames.com/insider/irrational-interviews-episode-2/#comments</comments>
		<pubDate>Wed, 01 Sep 2010 15:29:10 +0000</pubDate>
		<dc:creator>IG.Chris</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[Irrational Interviews]]></category>
		<category><![CDATA[Brian Michael Bendis]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Irrational Podcasts]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Shawn Elliott]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=7391</guid>
		<description><![CDATA[The second episode of Irrational Interviews features noted comics writer Brian Michael Bendis, of Powers and Ultimate Spider-Man fame.]]></description>
			<content:encoded><![CDATA[<p></p>
<p>&#8220;The city is an equal lead character to whoever your leads are,&#8221; says noted comics writer Brian Michael Bendis, author of successful independent series <em>Powers</em> as well as numerous Marvel lines including <em>Ultimate Spider-Man</em>. That philosophy makes Bendis the perfect interview subject for Ken Levine, whose contributions to <em>BioShock</em>&#8217;s city of Rapture helped make the game&#8217;s setting its most defining element.</p>
<p>Both creators made their biggest impact on fiction after exploring other forms. Bendis cut his teeth on crime fiction, while Levine began his writing career as a screenwriter. Those experiences helped them develop their ideas about writing, as well as an appreciation for what makes their chosen forms unique.</p>
<p>In the second episode of Irrational Interviews&#8211;recorded prior to the announcement of <em>BioShock Infinite</em>&#8211;Levine, Bendis, and Shawn Elliott discuss lessons learned in writing, the challenges of character permanence in games and comics, and much more.</p>
<p>Share your thoughts about this podcast in the comments below, or head over to the <a href="http://irrationalgames.com/community/forums/podcast-discussion/irrational-interviews-pilot-discussion/">forums</a> for more in-depth discussion.</p>
<p><a href="http://itunes.apple.com/podcast/irrational-interviews/id380486802" target="_blank">iTunes Feed</a></p>
<p><a href="http://downloads.2kgames.com/irrational/IrrationalInterviews_s01e02_BrianMichaelBendis.mp3">Direct Download Episode 2</a></p>
<p><a href="http://feeds.feedburner.com/irrationalgames">Irrational Podcasts RSS Feed</a></p>
<ul>
<li>Produced by James Bonney, Shawn Elliott and Alan Bise</li>
<li>Music provided by<a href="http://www.myspace.com/thehappyhollows"> The Happy Hollows</a></li>
<li><em>Spider-Woman Motion Comic</em> clips courtesy of Marvel Comics</li>
</ul>
]]></content:encoded>
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		<slash:comments>13</slash:comments>
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		<title>Irrational Behavior Episode 7 Part 2: Making of the BioShock Infinite Trailer</title>
		<link>http://irrationalgames.com/insider/irrational-behavior-episode-7-part-2/</link>
		<comments>http://irrationalgames.com/insider/irrational-behavior-episode-7-part-2/#comments</comments>
		<pubDate>Fri, 20 Aug 2010 15:38:02 +0000</pubDate>
		<dc:creator>IG.Admin</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[Irrational Behavior]]></category>
		<category><![CDATA[Bill Gardner]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Irrational Podcasts]]></category>
		<category><![CDATA[Jim Bonney]]></category>
		<category><![CDATA[Jorge Lacera]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Kristina Drzaic]]></category>
		<category><![CDATA[Nate Wells]]></category>
		<category><![CDATA[Patrick Balthrop]]></category>
		<category><![CDATA[Sarah Rosa]]></category>
		<category><![CDATA[Shawn Elliott]]></category>
		<category><![CDATA[Shawn Robertson]]></category>
		<category><![CDATA[Stephen Alexander]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=6746</guid>
		<description><![CDATA[In this episode we look at what it took to make the BioShock Infinite trailer.]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-6126" title="irrational_behavior2" src="http://irrationalgames.com/files/2010/08/irrational_behavior2.jpg" alt="" width="480" height="337" /></p>
<p></p>
<p>In this episode of Irrational Behavior we let you look behind the scenes of the creation at the <em>BioShock Infinite</em> trailer.  Some of the people responsible for directing and creating the trailer discuss the constant evolution of the material as well as the hurdles that had to be overcome along the way in order to get to what you see  <a href="http://www.youtube.com/watch?v=J_gEzOZKyE4" target="_blank">released</a>.</p>
<p><strong>WARNING:</strong> This episode of Irrational Behavior is filled with spoilers.  Watch the trailer at <a href="http://www.BioshockInfinite.com">http://www.BioshockInfinite.com</a> before listening to the podcast.</p>
<ul>
<li>Part 1: The Creative Vita-Chamber</li>
<li>Part 2: Infinite&#8217;s Horizon</li>
<li>Part 3: Listen Up!</li>
<li>Part 4: Days in the Dark</li>
</ul>
<p>This completes the first season of Irrational Behavior.  The show will be going on a break but stay tuned to <a href="http://www.irrationalgames.com/">IrrationalGames.com</a> for the latest news and content on <em>BioShock Infinite</em> as well as the return of Irrational Interviews starting September 1st.  Continue to discuss this episode of Irrational Behavior and <em>BioShock Infinite </em>in our <a href="http://irrationalgames.com/community/forums/" target="_blank">forums</a>.</p>
<p><a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=350164614">iTunes Link</a></p>
<p><a href="http://downloads.2kgames.com/irrational/IrrationalBehavior_podcast07_part2.mp3">Direct Download Episode 7: Part 2</a></p>
<p><a href="http://feeds.feedburner.com/irrationalgames">Irrational Podcasts RSS Feed</a></p>
<p>Podcast music provided by:</p>
<ul>
<li><a href="http://signalhillmusic.com/" target="_blank">Signal Hill</a></li>
<li><a href="http://www.taxpayermusic.com/" target="_blank">Taxpayer</a></li>
<li><a href="http://www.cathoderaysmusic.com/home.html">Cathode Rays</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>27</slash:comments>
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		<title>Joystiq interviews Ken Levine on BioShock Infinite</title>
		<link>http://irrationalgames.com/insider/joystiq-interviews-ken-levine-on-bioshock-infinite/</link>
		<comments>http://irrationalgames.com/insider/joystiq-interviews-ken-levine-on-bioshock-infinite/#comments</comments>
		<pubDate>Mon, 16 Aug 2010 02:04:34 +0000</pubDate>
		<dc:creator>IG.Admin</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Ken Levine]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=6621</guid>
		<description><![CDATA[<p><a href="http://www.joystiq.com" target="_blank">Joystiq </a>had the opportunity to talk with Creative Director Ken Levine at the <em>BioShock Infinite</em> Announcement Event in New York last week.  The conversation covers all areas from the last three years here at Irrational Games, the setting of <em>BioShock Infinite</em>,&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.joystiq.com" target="_blank">Joystiq </a>had the opportunity to talk with Creative Director Ken Levine at the <em>BioShock Infinite</em> Announcement Event in New York last week.  The conversation covers all areas from the last three years here at Irrational Games, the setting of <em>BioShock Infinite</em>, the Project Icarus codename, and more.  Watch the entire interview and read the entire transcript over at <a href="http://www.joystiq.com/2010/08/12/video-interview-ken-levine-on-bioshock-infinite/" target="_blank">Joystiq.com</a>.</p>
]]></content:encoded>
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		<item>
		<title>GameTrailers interviews Ken Levine &amp; Shawn Robertson on BioShock Infinite</title>
		<link>http://irrationalgames.com/insider/gametrailers-interviews-ken-levine-shawn-robertson-on-bioshock-infinite/</link>
		<comments>http://irrationalgames.com/insider/gametrailers-interviews-ken-levine-shawn-robertson-on-bioshock-infinite/#comments</comments>
		<pubDate>Mon, 16 Aug 2010 01:53:15 +0000</pubDate>
		<dc:creator>IG.Admin</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Shawn Robertson]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=6566</guid>
		<description><![CDATA[Story &#38; Concepts]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gametrailers.com" target="_blank">GameTrailers.com</a> attended the <em>BioShock Infinite</em> Announcement Event in New York last week and were able to chat with Lead Artist Shawn Robertson and Creative Director Ken Levine on the genesis of <em>BioShock Infinite.</em> Watch the Standard Definition versions below or you can head over to <a href="http://www.gametrailers.com" target="_blank">GameTrailers.com</a> to watch the High Definition versions of <a href="http://www.gametrailers.com/video/starting-from-bioshock-infinite/702825" target="_blank">Starting From Scratch Interview </a>and <a href="http://www.gametrailers.com/video/story-bioshock-infinite/702804" target="_blank">Story &amp; Concepts</a>.</p>
<div style="width: 480px">
<div style="width: 480px"></div>
</div>
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		<item>
		<title>A Message from Ken Levine</title>
		<link>http://irrationalgames.com/insider/announcement-message-from-ken-levine/</link>
		<comments>http://irrationalgames.com/insider/announcement-message-from-ken-levine/#comments</comments>
		<pubDate>Tue, 10 Aug 2010 18:01:20 +0000</pubDate>
		<dc:creator>IG.Ken</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[Ken Levine]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=6186</guid>
		<description><![CDATA[On Thursday, August 12th, at 1:45 Eastern Daylight Time, we will launch the trailer for our new game at Whatisicarus.com.]]></description>
			<content:encoded><![CDATA[<p>On Wednesday, August 11, we will be revealing Irrational Games&#8217; new project to the press.  At this special event, the press will be seeing a trailer and a live demonstration of gameplay.</p>
<p style="margin-bottom: .0001pt">On Thursday, August 12<sup>th</sup>, at 1:45 Eastern Daylight Time, we will launch the trailer for our new game at Whatisicarus.com. Our hope is that you all will see it PRIOR to reading any news in the press (which will start to come out around 15 minutes later).</p>
<p style="margin-bottom: .0001pt">Trust me, there’s a reason.</p>
<p style="margin-bottom: .0001pt">In the coming weeks, we will be releasing a video of the demonstration to the community as well.  No promises on the date yet; we’re still figuring that out.  You can send me a threatening PM, but it will have no effect other than to hurt my very delicate feelings.</p>
<p style="margin-bottom: .0001pt">See you all then.</p>
]]></content:encoded>
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		<slash:comments>63</slash:comments>
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		<title>Introducing Irrational Interviews</title>
		<link>http://irrationalgames.com/insider/irrational-interviews-pilot/</link>
		<comments>http://irrationalgames.com/insider/irrational-interviews-pilot/#comments</comments>
		<pubDate>Thu, 01 Jul 2010 03:50:24 +0000</pubDate>
		<dc:creator>IG.Admin</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[Irrational Interviews]]></category>
		<category><![CDATA[Irrational Podcasts]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Shawn Elliott]]></category>
		<category><![CDATA[Todd Howard]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=5601</guid>
		<description><![CDATA[Check out the pilot episode of Irrational Interviews with special guest Todd Howard of Bethesda.]]></description>
			<content:encoded><![CDATA[<p><br />
Since launching <em>IrrationalGames.com</em> we&#8217;ve been thrilled by the public&#8217;s reaction to our monthly features <em>From the Vault</em> and <em>Irrational Behavior. </em>Today we are excited to announce the pilot episode of <em>Irrational Interviews</em>.<em> Irrational Interviews </em>features Ken Levine and Shawn Elliott sitting down with members of the entertainment industry and having a frank and open discussion on a wide variety of topics.</p>
<p>For the pilot episode we are happy to have Todd Howard, Executive Producer and Game Director from Bethesda Softworks.  Howard has been at Bethesda since 1994, with countless classics under his belt including <em>The Elder Scrolls III: Morrowind</em>, <em>The Elder Scrolls IV: Oblivion</em>, and most recently <em>Fallout 3.</em> Howard is well known for his sense of humor and his drive to make great games.</p>
<p>Head over to the <a href="http://irrationalgames.com/community/forums/podcast-discussion/irrational-interviews-pilot-discussion/">forums</a> for the usual lively discussion.</p>
<p><a href="http://itunes.apple.com/podcast/irrational-interviews/id380486802" target="_blank">iTunes Feed</a></p>
<p><a href="http://downloads.2kgames.com/irrational/IrrationalInterviews_s01e01_ToddHoward.mp3">Direct Download Episode 1</a></p>
<p><a href="http://feeds.feedburner.com/irrationalgames">Irrational Podcasts RSS Feed</a></p>
<ul>
<li>Produced by James Bonney, Shawn Elliott and Alan Bise</li>
<li>Music Provided by <a href="http://www.myspace.com/thehappyhollows" target="_blank">The Happy Hallows</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>76</slash:comments>
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		<title>Irrational Behavior Episode 5: What Are We Afraid Of</title>
		<link>http://irrationalgames.com/insider/irrational-behavior/irrational-behavior-episode-5/</link>
		<comments>http://irrationalgames.com/insider/irrational-behavior/irrational-behavior-episode-5/#comments</comments>
		<pubDate>Mon, 03 May 2010 17:55:43 +0000</pubDate>
		<dc:creator>IG.Admin</dc:creator>
				<category><![CDATA[Irrational Behavior]]></category>
		<category><![CDATA[Bill Gardner]]></category>
		<category><![CDATA[Chad LaClair]]></category>
		<category><![CDATA[Irrational Podcasts]]></category>
		<category><![CDATA[Jeff Seamster]]></category>
		<category><![CDATA[Jim Bonney]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Ken Strickland]]></category>
		<category><![CDATA[Matt Boehm]]></category>
		<category><![CDATA[Nate Wells]]></category>
		<category><![CDATA[Richard Jobling]]></category>
		<category><![CDATA[Sarah Rosa]]></category>
		<category><![CDATA[Scott Haraldsen]]></category>
		<category><![CDATA[Scott Sinclair]]></category>
		<category><![CDATA[Shawn Elliot]]></category>
		<category><![CDATA[Shawn Robertson]]></category>
		<category><![CDATA[Stephen Alexander]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=4566</guid>
		<description><![CDATA[In this episode of Irrational Behavior we look at the things we are scared of and how it affects the way we make games.]]></description>
			<content:encoded><![CDATA[<p></p>
<p>Sharks, spiders, the dark, and chemistry exams.  These are just a couple of the things that we are scared of.  In this episode of Irrational Behavior we look at the things we are scared of and how it affects the way we make games.  Guest Andrew Weaver of Indiana University explains why we enjoy fun and the staff shed light on the challenges of making a game scary.</p>
<ul>
<li>Part 1: What Are We Afraid Of</li>
<li>Part 2: Why Fear is Fun</li>
<li>Part 3: The Art of Fear</li>
<li>Part 4: The Feel of Fear</li>
<li>Part 5: The Sound of Fear</li>
</ul>
<p>Stay tuned to <a href="http://www.irrationalgames.com/">IrrationalGames.com</a> for  more content related to this month’s podcast.</p>
<p>Discuss this episode of Irrational Behavior over in the <a href="http://irrationalgames.com/community/forums/podcast-discussion/irrational-behavior-episode-5-discussion/" target="_self">forum</a>.</p>
<p><a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=350164614">iTunes   Link</a></p>
<p><a href="http://downloads.2kgames.com/irrational/IrrationalBehavior_podcast05.mp3">Direct   Download Episode 5</a></p>
<p><a href="http://feeds.feedburner.com/irrationalgames">Irrational Podcasts RSS Feed</a></p>
<p>Podcast music provided by:</p>
<ul>
<li> <a href="http://signalhillmusic.com/" target="_blank">Signal Hill</a></li>
<li><a href="http://www.walkingsleep.com/" target="_blank">Walking Sleep</a></li>
<li><a href="http://soundcloud.com/dillz" target="_blank">Geoff Graves</a></li>
<li><a href="http://www.myspace.com/thehappyhollows" target="_blank">The Happy Hollows</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>18</slash:comments>
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		<title>Irrational Behavior Episode 3: How We Got Here</title>
		<link>http://irrationalgames.com/insider/irrational-behavior/irrational-behavior-episode-3/</link>
		<comments>http://irrationalgames.com/insider/irrational-behavior/irrational-behavior-episode-3/#comments</comments>
		<pubDate>Mon, 01 Mar 2010 22:35:03 +0000</pubDate>
		<dc:creator>IG.Admin</dc:creator>
				<category><![CDATA[Irrational Behavior]]></category>
		<category><![CDATA[Bill Gardner]]></category>
		<category><![CDATA[Irrational Podcasts]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Mauricio Tejerina]]></category>
		<category><![CDATA[Nate Wells]]></category>
		<category><![CDATA[Ray Holbrook]]></category>
		<category><![CDATA[Sarah Rosa]]></category>
		<category><![CDATA[Scott Sinclair]]></category>
		<category><![CDATA[Shawn Elliot]]></category>
		<category><![CDATA[Shawn Robertson]]></category>
		<category><![CDATA[Stephen Alexander]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=3571</guid>
		<description><![CDATA[A look into the past lives of the staff here at Irrational Games in this month's episode of Irrational Behavior.]]></description>
			<content:encoded><![CDATA[<p></p>
<p>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.</p>
<p>Stay tuned to <a href="http://www.irrationalgames.com">IrrationalGames.com</a> for more content related to this month&#8217;s podcast.</p>
<p>Discuss this episode of Irrational Behavior over in the <a href="http://irrationalgames.com/community/forums/podcast-discussion/irrational-behavior-episode-3-discussion/" target="_self">forum</a>.</p>
<p><a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=350164614">iTunes Link</a></p>
<p><a href="http://downloads.2kgames.com/irrational/IrrationalBehavior_podcast03.mp3">Direct Download Episode 3</a></p>
<p><a href="http://feeds.feedburner.com/irrationalgames">Irrational Podcasts RSS Feed</a></p>
<p>Podcast music provided by:</p>
<ul>
<li><a href="http://signalhillmusic.com/" target="_blank">Signal Hill</a></li>
<li><a href="http://www.joshrathbun.com/index.html" target="_blank">Josh Rathbun</a></li>
<li><a href="http://patrickbalthrop.com/flash.php" target="_blank">Patrick Balthrop</a></li>
<li><a href="http://www.judenemo.com/" target="_blank">Justin Schwenk</a></li>
<li><a href="http://www.fbpsound.com" target="_blank">Fillipo Beck Peccoz</a></li>
<li><a href="http://www.giancarlofeltrin.com/" target="_blank">Giancarlo Feltrin</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>23</slash:comments>
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		<item>
		<title>Irrational Behavior Episode 2: The Way Things Were</title>
		<link>http://irrationalgames.com/insider/irrational-behavior/irrational-behavior-episode-2/</link>
		<comments>http://irrationalgames.com/insider/irrational-behavior/irrational-behavior-episode-2/#comments</comments>
		<pubDate>Mon, 01 Feb 2010 18:46:08 +0000</pubDate>
		<dc:creator>IG.Admin</dc:creator>
				<category><![CDATA[Irrational Behavior]]></category>
		<category><![CDATA[Alexx Kay]]></category>
		<category><![CDATA[Dorian Hart]]></category>
		<category><![CDATA[Irrational Podcasts]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Nate Wells]]></category>
		<category><![CDATA[Pat Lipo]]></category>
		<category><![CDATA[Robb Waters]]></category>
		<category><![CDATA[Scott Sinclair]]></category>
		<category><![CDATA[Shawn Robertson]]></category>
		<category><![CDATA[Tim Gerritsen]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=3041</guid>
		<description><![CDATA[Small budgets, employees as voice actors, and secrets of the past in this month's episode of Irrational Behavior.]]></description>
			<content:encoded><![CDATA[<p></p>
<p>Irrational was once a tiny team that made games on miniscule budgets. Today we&#8217;re much, much bigger and the budget&#8217;s grown along with the ambition of the group&#8217;s games. This month&#8217;s episode of Irrational Behavior explores what these changes have meant for the studio&#8217;s culture and the individuals who&#8217;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 <em>Thief</em>, designers Dorian Hart and Alexx Kay waxing nostalgic on the days when they were allowed to do voice over work for <em>Freedom Force</em>, as well as the story of a mysterious onanist who secretly used artist Shawn Robertson&#8217;s office for forbidden self-pleasures.</p>
<p>Stay tuned to IrrationalGames.com for more content related to this months podcast.</p>
<p>Discuss this episode of Irrational Behavior over in the <a href="http://irrationalgames.com/community/forums/podcast-discussion/irrational-behavior-episode-2-discussion/" target="_self">forum</a>.</p>
<p><a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=350164614">iTunes Link</a></p>
<p><a href="http://downloads.2kgames.com/irrational/IrrationalBehavior_podcast02.mp3">Direct Download Episode 2</a></p>
<p><a href="http://feeds.feedburner.com/irrationalgames">Irrational Podcasts RSS Feed</a></p>
<p>Podcast music provided by:</p>
<ul>
<li><a href="http://www.joshrathbun.com/index.html" target="_blank">Josh Rathbun</a></li>
<li><a href="http://mrgrimm.com/index.html" target="_blank">Matt Grimm</a></li>
<li><a href="http://soundcloud.com/dillz" target="_blank">Geoff Graves</a></li>
<li>Rich Vreeland/<a href="http://www.disasterpeace.com/" target="_blank">DisasterPeace</a></li>
<li><a href="http://signalhillmusic.com/" target="_blank">Signal Hill</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>29</slash:comments>
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		<title>What Might have Been</title>
		<link>http://irrationalgames.com/insider/what-might-have-been/</link>
		<comments>http://irrationalgames.com/insider/what-might-have-been/#comments</comments>
		<pubDate>Fri, 29 Jan 2010 20:22:25 +0000</pubDate>
		<dc:creator>IG.Admin</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[Alexx Kay]]></category>
		<category><![CDATA[Dorian Hart]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Mauricio Tejerina]]></category>
		<category><![CDATA[Nate Wells]]></category>
		<category><![CDATA[System Shock 2]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=2966</guid>
		<description><![CDATA[Creative Director Ken Levine shares untold System Shock 2 secrets.]]></description>
			<content:encoded><![CDATA[<p>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 <em>System Shock 2</em>.</p>
<h2>Apocalypse Shock?</h2>
<p>“The original story had the player going to a spaceship to assassinate a character similar to Colonel Walter Kurtz from <em>Apocalypse Now</em>,” 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 <em>Thief</em>.”</p>
<p><span id="more-2966"></span>“We took the concept around to all the major publishers of the day and we ended up talking to Electronic Arts, who held the rights to <em>System Shock</em>,” Levine adds.  EA eventually did sign the project and the original story outline quickly emerged. As Levine puts it, “you can’t have a <em>System Shock</em> game without SHODAN, so I wanted to rewrite everything.  I was such a System Shock fanboy that it was a dream come true to create the sequel.”</p>
<h2>Zero-G vs. Technology</h2>
<p>“Originally, the level that would become The Many had the player traverse from the <em>Von Braun</em> to <em>The Rickenbacker</em> on the outside of the hull,” says Levine. “We thought it would be a really cool mission because it would change everything the player was used to by introducing a zero gravity environment as well as changing the behavior of all the monsters.”  The technology in 1998, when <em>System Shock 2</em> was in development, really didn’t allow for such grandiose ideas unless it was a major feature in the game.  Levine remembers chatting with Lead Programmer Robert Fermier to discuss the level and being told, “Dude that is going to be a <em>huge</em> amount of work for it to work properly.”  A feature specific to only a single mission of the game didn’t fit into the schedule. Levine adds, “It was good that it got cut. If you don’t have the resources for it, you can’t make it that good.”</p>
<h2>F’ing with the Player</h2>
<p>“To fuck with the audience was a new concept in video games,” says Levine on creating the plot twists in <em>System Shock 2</em>.  “It was a bit of an experiment and it had some resistance from the team, but once I had the idea I really wanted to run with it.”  With the help of Randy Smith, who was on loan from Looking Glass Studios, the script that Levine wrote was built into the sequence in DromED (the tool used to create levels in <em>System Shock 2</em>). Levine remembers, “That was a very challenging task and ended up being the most complex sequence in the game to script, with the multimedia presentation where the player finds out that Shodan has been posing as Polito the entire time.”</p>
<h2>The End?  Rewrite.</h2>
<p>“Due to miscommunications or differing ideas, a different cinematic video was created from the one that I originally scripted,” says Levine. “It had this elaborate sequence where Shodan would attempt to kill you in a double-cross, as this ‘cyber stinger’ that was in view provided tension of your impending doom.”  Upon getting his hands on the video for the ending sequence, Levine didn’t see anything that he wrote in the script.  “We didn’t have much to work with.  It was like when you look in the cupboard and you’re trying to make soup, and you have a bag of salt and couple of pinto beans.”  Working with fixed assets can be extremely challenging especially with limited time and resources as well as fighting the technology back then.  Levine remembers, “We had to write to the assets we had at that point, and all we could do was edit it.  We completely ran out of time and that cut scene wasn’t the right ending for the game.”</p>
<h2>900 Square Feet of Amateurs</h2>
<p>“<em>System Shock 2 </em>was made in single room, which was around 900 square feet,” Levine recalls of the original office space that Irrational Games called home.  “We didn’t have any money and didn’t have a lot of experience shipping games at that point.  We lucked out by hiring some newcomers like Nate Wells, Ian Vogel, Michael Swiderek, and Mauricio Tejerina, as well as being loaned some guys from Looking Glass, including Dorian Hart, Alexx Kay, and Randy Smith.” Working in such conditions on a project that lasted 11 months lead to many sleepless nights and likely some foul body odor.  “If we knew then what we know now, we probably would have just stopped in our tracks petrified, and not have been successful because we wouldn’t have thought we could pull it off,” remembers Levine.  While conditions were cramped, there was a great deal of optimism while working on <em>System Shock 2</em>. “I remember getting that first milestone check for around $75,000 from Looking Glass and thinking, ‘OH MY GOD! WE CAN DO ANYTHING!’ We made it happen.”</p>
]]></content:encoded>
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		<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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		<slash:comments>75</slash:comments>
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		<title>A message from Ken Levine</title>
		<link>http://irrationalgames.com/insider/a-message-from-ken/</link>
		<comments>http://irrationalgames.com/insider/a-message-from-ken/#comments</comments>
		<pubDate>Tue, 12 Jan 2010 05:20:38 +0000</pubDate>
		<dc:creator>IG.Ken</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[Ken Levine]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=1631</guid>
		<description><![CDATA[Ken Levine explains what all the fuss is about.]]></description>
			<content:encoded><![CDATA[<p>The Irrational Games website is about secrets.</p>
<p>Secrets. We’ve all got ‘em. When we ship a box to GameStop or Best Buy, it’s only part of the story. There are so many secret elements that go into our games. There are the levels that got cut. There are the monsters that died in childbirth. There are the million interactions a development team has in the long, frustrating, terrifying and often thrilling process of making a video game.</p>
<p>Some of you first heard about us when we released BioShock. Some of you have known us since our first game back in 1999, System Shock 2. Many members of the Irrational team have been with us since either the beginning or damned close to it. Some of them have come on board more recently. They all have a part to play in the development of this website. You’ll hear their voices – quite literally in the case of our “Irrational Behavior” podcast .You’ll get to see some ideas that never made it in our “From the Vault” section that launches next week.   You’ll get to hang out with the team in our forums-and there you’ll get to tell us what you think as well. And we’ll be listening.</p>
<p>And yes, we will tell you about the game we’re working on right now. Just not today.</p>
]]></content:encoded>
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		<slash:comments>112</slash:comments>
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		<title>Introducing Irrational Behavior</title>
		<link>http://irrationalgames.com/insider/irrational-behavior/introducing-irrational-behavior/</link>
		<comments>http://irrationalgames.com/insider/irrational-behavior/introducing-irrational-behavior/#comments</comments>
		<pubDate>Tue, 12 Jan 2010 05:10:00 +0000</pubDate>
		<dc:creator>IG.ShawnElliott</dc:creator>
				<category><![CDATA[Irrational Behavior]]></category>
		<category><![CDATA[Bill Gardner]]></category>
		<category><![CDATA[BioShock]]></category>
		<category><![CDATA[Chris Kline]]></category>
		<category><![CDATA[Irrational Podcasts]]></category>
		<category><![CDATA[John Abercrombie]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Nate Wells]]></category>
		<category><![CDATA[Shawn Elliot]]></category>
		<category><![CDATA[Shawn Robertson]]></category>
		<category><![CDATA[Stephen Alexander]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=5</guid>
		<description><![CDATA[Introducing our podcast: Irrational Behavior with Shawn Elliott.]]></description>
			<content:encoded><![CDATA[<p></p>
<p>In any game development studio, you’ll find a bunch of inspired and imaginative people who have a lot to get off their chests. To save on counseling fees, we decided to sublimate these repressed feelings about their gaming lives by sticking a microphone in their faces and creating a series of podcasts that offer an insight into what makes us – and our games – tick.</p>
<p>Each podcast will explore a particular theme in what we hope is an entertaining and insightful way, and this theme will also evolve throughout the month on the Irrational Games website itself. Visit regularly and you’ll find content on the site that helps illustrate what we’re trying to describe in the podcast, or expands and explores the theme further.</p>
<p>Please contribute to the discussions about the podcasts in the forums and if you have a great idea for a future theme then let us know! We might even send you something to say thanks. But don’t hold us to it.</p>
<p>So to kick off, we chose a brutal theme – “ideas that died”. We explore what happens when creativity runs into technical restrictions, a lack of clear consensus, and – at times – its own convolution. You’ll glimpse abandoned BioShock tidbits, as well as an as yet unrevealed game from four years ago when Irrational Games backed away from a zombie invasion. And much, much more.</p>
<p>Oh, and you’ll understand why ‘dog in a wheelchair’ is the answer to just about any question…</p>
<p><span id="more-5"></span><em>Irrational Behavior podcasts act as tables of contents for stories that appear here on IrrationalGames.com each month. January’s content continues to explore dead ideas with the following features:</em></p>
<p><a href="http://irrationalgames.com/insider/january-from-the-vault/"><img class="alignnone size-full wp-image-1646" src="http://irrationalgames.com/files/2010/01/IB2_fromthevault.jpg" alt="IB2_fromthevault" width="480" height="120" /></a></p>
<p><a href="http://irrationalgames.com/insider/division-9-unreleaesd-zombie-shooter/"><img class="alignnone size-full wp-image-1996" src="http://irrationalgames.com/files/2010/01/IB1_division9.jpg" alt="IB1_division9" width="480" height="120" /></a></p>
<p><a href="http://irrationalgames.com/insider/five-cut-features/"><img class="alignnone size-full wp-image-1686" src="http://irrationalgames.com/files/2010/01/IB3_fivefeatures.jpg" alt="IB3_fivefeatures" width="480" height="120" /></a></p>
<p><a href="http://irrationalgames.com/insider/what-might-have-been/"><img class="alignnone size-full wp-image-2256" src="http://irrationalgames.com/files/2010/01/IB5_systemshock2.jpg" alt="IB5_systemshock2" width="480" height="120" /></a></p>
<p>Discuss this episode of Irrational Behavior over in the <a href="http://irrationalgames.com/community/forums/podcast-discussion/irrational-behavior-episode-1-discussion/" target="_blank">forum</a>.</p>
<p><a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=350164614">iTunes Link</a></p>
<p><a href="http://downloads.2kgames.com/irrational/01_Introducing_Irrational_Behavior_1.mp3" target="_blank">Direct Download Episode 1</a></p>
<p><a href="http://feeds.feedburner.com/irrationalgames" target="_blank">Irrational Podcasts RSS Feed</a></p>
<p>Podcast theme song, “Luna Park”, provided by <a href="http://signalhillmusic.com/" target="_blank">Signal Hill</a> from the album, “More After We’re Gone”.</p>
]]></content:encoded>
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		<slash:comments>86</slash:comments>
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		<item>
		<title>PAX 2008 Keynote with Ken Levine</title>
		<link>http://irrationalgames.com/insider/pax-2008-keynote-with-ken-levine/</link>
		<comments>http://irrationalgames.com/insider/pax-2008-keynote-with-ken-levine/#comments</comments>
		<pubDate>Fri, 01 Jan 2010 17:01:37 +0000</pubDate>
		<dc:creator>IG.Admin</dc:creator>
				<category><![CDATA[Insider]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[PAX]]></category>
		<category><![CDATA[Penny Arcade Expo]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://irrationalgames.com/?p=791</guid>
		<description><![CDATA[<p style="text-align: center"></p>
<p>At <a href="http://www.paxsite.com/" target="_blank">PAX</a> 2008 in Seattle, Ken Levine gave the keynote address which has become a hallmark moment for gaming nerds, geeks, and dweebs around the globe.  Penny Arcade was nice enough to give us video of the entire keynote for all&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center"></p>
<p>At <a href="http://www.paxsite.com/" target="_blank">PAX</a> 2008 in Seattle, Ken Levine gave the keynote address which has become a hallmark moment for gaming nerds, geeks, and dweebs around the globe.  Penny Arcade was nice enough to give us video of the entire keynote for all the fans out there who might have missed it!  Thanks to the guys and girls at <a href="http://www.penny-arcade.com" target="_blank">Penny Arcade</a> for providing us with the video!</p>
]]></content:encoded>
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		<slash:comments>21</slash:comments>
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