The Art of Bioshock Infinite

The Art of Bioshock Infinite

Julian Murdoch

Language: English

Pages: 184

ISBN: 1595829946

Format: PDF / Kindle (mobi) / ePub


In The Art of BioShock Infinite, delve deeper into the city of Columbia—the fabled floating metropolis that serves as a beacon of technology and achievement for the early 1900s! This deluxe hardcover features production designs and concept illustrations focusing on main characters Booker DeWitt, Elizabeth, and Songbird from the BioShock Infinite video game. See the evolution of Sky-Hooks, Heavy Hitters, the populace of Columbia, Vigors, airships, and much more!

* BioShock Infinite won over 75 video game awards, including Best Original Game and Best of Show!

* Introduction by creative director Ken Levine.

The Expression of Emotion in the Visual Arts: A Philosophical Inquiry

Universal Principles of Art: 100 Key Concepts for Understanding, Analyzing, and Practicing Art

New Masters of Poster Design: Poster Design for the Next Century

Pretty Patterns: Surface Design by 25 Contemporary Artists

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Waters for a great concept as well). James Sharpe All the little detailed & animated pieces of tech that dot the walls in every room all over Rapture were made by James. Also he made the best typewriter seen in any game! Seriously… I have a screenshot of it on my wall! John Travers The Teddy Bear. Yes, the flaming Teddy Bear from X06. It’s one of those nice touches that makes Rapture such a unique place to visit. Of all the small things that made people get what BioShock was about, that Teddy

rightful place in the hierarchy of Rapture as the protectors of the Little Sisters. Originally called Gatherers, Little Sisters were originally sea slugs. As the team struggled to connect with the Gatherer and give it life in Rapture, it changed shape drastically - once even becoming a sort of chipmunk until finally the Gatherer became the iconic face we now call the Little Sister. From the cash registers to the gun turrets, each machine in Rapture was carefully crafted to fit

citizens of Rapture built arms out of the tools they had as their society crumbled into civil war. One of the most noted features of BioShock is how rich, detailed, and immersive the environment is. The sketches that made the rooms and world of Rapture could fill a single artbook by itself. Each room feels lived in, with lives scattered around in the objects you encounter. By looking at these concepts, you can see a once vibrant world, now drowning in ruined ideals, being swallowed by the

ocean it so callously believed it could keep out. © 2002-2007 Take-Two Interactive Software and its subsidiaries. Developed by 2K Boston and 2K Australia. BioShock, 2K Games, 2K Boston, 2K Australia, the 2K logo, the 2K Boston logo, 2K Australia logo, and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc. in the USA and/or foreign countries. The ratings icon is a trademark of the Entertainment Software Association.

possible in our medium. Jon Mangagil No contest here: the Little Sister backing away from you when you first learn about Harvesting and Saving. If there was an Academy Award for virtual people, Jon and the Little Sister would have won it. Grant Chang Grant animated a metric ton of cool stuff in BioShock, but have you seen the Little Sister struggling to get in the vent? If that doesn’t break your heart, you ain’t got a heart to break. A close second goes to Steinman’s insane rant at the tail

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