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Find out the latest about BioShock and hear directly from the developers, designers, and producers who are creating one of the most anticipated games of 2007.

Each episode we'll update you about BioShock news and then give an in-depth look at one aspect of the game.


EPISODE TWELVE: LEVEL DESIGN IN BIOSHOCK

In our twelfth and final podcast, I am back with Dean and Bill again to talk about the work they put in to creating the world of Rapture, and how many iterations it took to get each area just right.

Download .zip file now | Play in popup (15:25)


EPISODE ELEVEN: PLASMIDS IN BIOSHOCK

In this podcast we dive deeper into Plasmids in BioShock. How did the team at Irrational dream up these body modifying weapons, and what can you do with them?

Download .zip file now | Play in popup (19:54)


EPISODE TEN: BIOSHOCK ON THE PC

Today I talk to the masterminds in Australia who have been working day and night to make BioShock the best shooter ever released for the PC. We discuss system requirements, graphics cards, and they talk about how they reworked the game from the bottom up to make it perfect for the PC.

Download .zip file now | Play in popup (12:26)


EPISODE NINE: THE STORY OF ANDREW RYAN

Ken Levine joins me today to talk about Andrew Ryan, the founder of Rapture and the mastermind who made the city under the sea. Ken gives insight into the creative process behind dreaming up such a character, and also fills in a little backstory behind such the infamous man.

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EPISODE EIGHT: THE PHYSICS BEHIND BIOSHOCK

Josh Downer and Ian Bond talk about the physics that make BioShock run. They detail some of the most daunting tasks of the game and give an inside look at what makes the creatures in Rapture look so alive.

Download .zip file now | Play in popup (11:49)


EPISODE SEVEN: INSIDE THE ANIMATIONS

Today I talk with Shawn Robertson, Lead Animator, and Grant Chang, Animator, about the animations of BioShock, and how they were created and perfected.

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EPISODE SIX: AN EXCLUSIVE LOOK AT THE LITTLE SISTERS OF RAPTURE

I sat down with Ken Levine, Creative Director at Irrational Games, and asked him the tough questions many in the media, and on the forums, have been posing about the Little Sisters in BioShock. In this exclusive podcast, Ken and I talk about what the Little Sister is, and why Irrational chose to use the form of a child in this upcoming shooter. We also discuss what harvesting and rescuing really means, the moral ramifications of including a child in a video game that you can potentially harm, and even if Irrational changed the Little Sister, and your interactions with her, due to public (or publisher) pressure.

Download .zip file now | Play in popup (19:37)


EPISODE FIVE: THE EVOLUTION OF BIOSHOCK

Ken is back with Eric and me to talk about the evoltuion of BioShock over the years, from when it was but a gleam in his eye. He talks about the different iterations of the game, and the hurdles he encountered while developing the game.

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EPISODE FOUR: THE DEVELOPERS

Today we are joined by Dean Tate, Designer, and Chris Kline, Lead Programmer, to talk about their experiences working at Irrational and on BioShock, as well as how they got into the gaming industry, and where some of their inspiration comes from.

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EPISODE THREE: WHAT IS RAPTURE?

For our third BioShock podcast, Eric and I talk with Ken Levine again, but this time take a closer look at the world behind the game. We explore the city of Rapture, and get a little bit more backstory about this secret underwater utopia that went horribly wrong.

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EPISODE TWO: PLAYER CHOICE IN BIOSHOCK

Today I am joined by 2K Marketing Coordinator Eric Monacelli and Ken Levine to talk about Player Choice in BioShock. We talk about the variety of playstyles that you can toy with in Rapture, and the diversity of the world itself. Ken is really in his element during this podcast, giving us some great insight into his thinking behind the game, and many of the reasons he decided to focus on innovating player choice in BioShock.

Download .zip file now | Play in popup (14:26)


EPISODE ONE: WHAT IS BIOSHOCK?

Today I interview Melissa Miller, a 2K producer working on BioShock. She's spent several weeks up in Boston, logging hundreds of hours playing BioShock in its various stages of development, and could be called the resident guru of the game. At times, I think she'd be more comfortable if her hands were glowing blue from plasmids, rather than their normal, pinkish hue.

She gives us a close up and personal view on what it BioShock to her, and some of the awesome ways you can utilize the different weapons and environments in the world of Rapture.

Download .zip file now | Play in popup (12:25)