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Gamefest: Designing Rapture To Make Sense In BioShock

Gamasutra writes: "How do you create a believable space for an entirely unreal location? Gamasutra was at Microsoft's Gamefest event, where 2K Marin's lead environmental artist Hogarth de la Plante and lead designer Jean-Paul LeBreton looked back at the creation of BioShock's city of Rapture.

The duo, now relocated from the original 2K Boston studio that created the original with 2K Australia, are working on BioShock 2 - but they explained how they created the original in this fascinating lecture."
vasilisk - contributor
Published: 164 days 11 hours ago | Article | PlayStation 3 | Xbox 360 | PC | Dev News
 
 
 

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