2K Boston's Kline Talks BioShock Philosopy and Technology
Christopher Kline, technical director for 2K Boston, took time to talk about the challenges faced in making BioShock in a recent interview with Gamasutra. The interview covers developing for the hardcore audience, the future of PC gaming and developing with middleware, in this case the Unreal Engine 2, rather than building an engine from scratch and UI design. The Adaptive Training System used in BioShock is discussed as well.
Kline goes over mistakes made and obstacles overcome in producing BioShock for the Xbox 360, PC and now PS3. Much of the article deals with more of the technical aspects and philosophical choices made in developing the game. Gamers interested in videogame development will get a lot of good advice from the article and hopefully learn from 2K’s experience rather than make the same mistakes themselves.