How Environmental Storytelling Shaped Bioshock - Interview with Level Designer Bill Gardner

An interview with Bioshock's Lead Level Designer, Bill Gardner, reveals how Rapture was created layer by layer - beginning as a tropical island and ending up as a submerged art-deco metropolis - all designed to further immerse you in the story.

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opinionated481d ago

Yo thanks for the link. This is my favorite game and it's probably why I can't stand the cinematic storytelling craze taking over gaming. I was spoiled with games like this and dead space. Environmental storytelling really does make the masterpieces of the medium. Everything else seems like a downgrade to me.