“Members of the Irrational team have joked about “Ken Whispering,” a talent some employees have for deciphering their boss’ ideas. Levine will give a general idea of what he wants a character to look like or an event to sound like. The artist will then go away and create that product. Ken will then examine what has been made, say why it isn’t what he wants and give further direction.
Or as Levine would put it, it takes time to find the statue inside the stone. His games aren’t a military shooter or an alien adventure. He can’t just say, “let’s make a BioShock.”
Why did BioShock Infinite take five years? How did Ken Levine arrive where he is now? What’s next? Read the whole story, only on Polygon.
Source: polygon.com
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(Hint: Expect more content on this blog)
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This interview by Chris Plante is my favorite piece Polygon has ever published. Articles like these are really what I...
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A true example of gaming journalism and capturing the essence of a creator and his mind state. A great read for all...
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Chris Plante absolutely crushes this piece about Ken Levine over at Polygon. polygondotcom:
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Любимая студия, любимая игра, любимый Режиссёр игр с большой буквы ) хорошая статья )
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This was featured in #Gaming
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Feeling like Ken Levine is developing a Steve Jobs type cult-of-personality around him. Wondering how many times phrases...
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