In this episode of Bonus Round, Geoff Keighley speaks with Bill Gardner, lead level designer, and Hogarth De La Plante, senior artist for BioShock. They talk about a whole mess of things and give a good look at many of the game mechanics and concepts we haven't been talking about because we think it's best to experience the game first. For those who have let the game speak for itself and haven't dug deep into learning every little piece of minutia about BioShock, there's some interesting stuff in the interview. They talk about how there was actually a third type of Big Daddy, a Zoo, Atlas had a southern accent and that the slugs inside the Little Sisters were originally what the Big Daddy protected -- but harvesting or saving a slug really didn't create that emotional/ethical dilemma.
The two designers make it sound like there's some things in the works at 2K Boston and there might be a team split to focus on continuing BioShock. Gardner and De La Plante allude they are working on a separate project and that pieces are getting shifted around for BioShock 2. "There's a lot more to Rapture to tell," says Gardner. De La Plante continues, "Our art team is still invested in the style of Rapture ... we love working in that style, it's so fun." Now, would you kindly watch the video below and leave a comment. Thank you.


