Bartski
Gold Member

A look inside BioShock Infinite’s troubled development
A new book excerpt investigates what went on behind the scenes of Irrational’s sequel

In March 2012 [Infinite was released March 26, 2013], Irrational brought in Don Roy, a veteran game producer, who had some experience closing out games at big publishers like Sony and Microsoft. He was shocked to see just how bad things were. “I get there and there was essentially no game,” Roy said. “A tremendous amount of work had been done. It just hadn’t been stood up as a game in any particular form. To the point where the first thing I did was go, ‘Can I play a build of the game?’ The answer was no. They said, ‘You can play these pieces of things, but there’s not an actual functioning game.’”
What baffled Roy most, he said, was the disorganization. Irrational’s bloat — from a few dozen people in 2008 to nearly two hundred by the end of 2012, plus support studios and outsourcing houses — had led to all sorts of deficiencies in their production pipelines. It was chaos. “We were outsourcing a lot of stuff and it was never making it in the game because the process wasn’t established,” Roy said. “People were asking for things, and they’d eventually get made, but then they moved on, so then the [art] came back and they said, ‘No, I don’t actually need that anymore.’” One of Roy’s tasks was to create a workflow to prevent the company from wasting all that time and money.
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