Leigh Alexander writes: Irrational's Ken Levine and his teams take an exploratory approach to developing the characters in their games that has more in common with theatrical practice than with traditional game development -- it's all about a focus on empathy and motivation. "Don't conceive of villainy," Levine suggests, on making memorable, nuanced antagonists. "You have to think about who is this guy, and what does he want?"
Not to mention the designs were phenomenal in Bioshock and needless to say System Shock as well.