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BioShock Infinite Creating Elizabeth BTS Trailer (HD)

Added: 22.03.2013 10:22 | 1 views | 0 comments


Go behind the scenes to learn about how Irrational Games worked to create Elizabeth, a companion character designed specifically to bring the player closer to the story. Meet the four women who devoted themselves to making Elizabeth more human than your average video game character, and the process involved in making her come to life.

From: www.gamershell.com

BioShock Infinite creative director denies claims game cost $200 million to produce and market

Added: 22.03.2013 2:51 | 4 views | 0 comments


Analysts estimate game development to have cost $100 million; additional $100 million spent on marketing and promotion. [UPDATE]: Creative director Ken Levine refutes the claims.

According to a article citing unnamed analysts, BioShock Infinite may have cost its parent company Take-Two Interactive $100 million to develop, with a further $100 million spent to promote and market the game to the public.

BioShock Infinite is the third instalment in the series and has been in development at Irrational Games for four years, with a 200 person team working on the project. The game follows on from 2007's .

The cost of developing games has risen across the board in recent years. Last month, using a "hypothetical profitability model", Sterne Agee analyst Arvind Bhatia predicted that Grand Theft Auto V#146;s creation based on a 250-person team during a five-year development period. An additional $69 million to $109.3 million is expected to be spent in marketing costs to raise awareness for the game.

By comparison, during its six years of production--across four continents and through the hands of more than 800 developers--2011's Star Wars: The Old Republic reportedly cost publisher EA in development costs alone.

For more on BioShock Infinite, check out GameSpot's hour-long discussion with Irrational Games creative director Ken Levine.

From: www.gamespot.com

BioShock Infinite creative director denies claims game cost $200 million to produce and market

Added: 22.03.2013 2:51 | 4 views | 0 comments


Analysts estimate game development to have cost $100 million; additional $100 million spent on marketing and promotion. [UPDATE]: Creative director Ken Levine refutes the claims.

According to a article citing unnamed analysts, BioShock Infinite may have cost its parent company Take-Two Interactive $100 million to develop, with a further $100 million spent to promote and market the game to the public.

BioShock Infinite is the third instalment in the series and has been in development at Irrational Games for four years, with a 200 person team working on the project. The game follows on from 2007's .

The cost of developing games has risen across the board in recent years. Last month, using a "hypothetical profitability model", Sterne Agee analyst Arvind Bhatia predicted that Grand Theft Auto V#146;s creation based on a 250-person team during a five-year development period. An additional $69 million to $109.3 million is expected to be spent in marketing costs to raise awareness for the game.

By comparison, during its six years of production--across four continents and through the hands of more than 800 developers--2011's Star Wars: The Old Republic reportedly cost publisher EA in development costs alone.

For more on BioShock Infinite, check out GameSpot's hour-long discussion with Irrational Games creative director Ken Levine.

[UPDATE]: BioShock Infinite creative director Ken Levine has , refuting the claims made by the New York Times report. "200 million for Infinite? Did someone send some checks to the wrong address?"

A spokesperson speaking on behalf of the game declined to provide GameSpot with an official statement clarifying the cost of development.

From: www.gamespot.com

BioShock Infinite cost $200 million to produce and market – Report

Added: 22.03.2013 2:51 | 0 views | 0 comments


Analysts estimate game development to have cost $100 million; additional $100 million spent on marketing and promotion.

According to a article citing unnamed analysts, BioShock Infinite may have cost its parent company Take-Two Interactive $100 million to develop, with a further $100 million spent to promote and market the game to the public.

BioShock Infinite is the third instalment in the series and has been in development at Irrational Games for four years, with a 200 person team working on the project. The game follows on from 2007's .

The cost of developing games has risen across the board in recent years. Last month, using a "hypothetical profitability model", Sterne Agee analyst Arvind Bhatia predicted that Grand Theft Auto V#150;s creation based on a 250-person team during a five-year development period. An additional $69 million to $109.3 million is expected to be spent in marketing costs to raise awareness for the game.

By comparison, during its six years of production--across four continents and through the hands of more than 800 developers--2011's Star Wars: The Old Republic reportedly cost publisher EA in development costs alone.

For more on BioShock Infinite, check out GameSpot's hour-long discussion with Irrational Games creative director Ken Levine.

From: www.gamespot.com

PlayStation Blogcast 066: Ken Levine’s Infinite Zest

Added: 21.03.2013 23:01 | 0 views | 0 comments


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We're back! Today's XL-sized show features two of gaming's biggest daddies. Irrational Games Creative Director .

From: feedproxy.google.com

Chinese Internet company owns 40 percent of Epic Games

Added: 21.03.2013 21:24 | 0 views | 0 comments


New financial documents reveal Tencent paid $330 million for minority stake in Gears of War studio.

Epic Games announced last summer that Chinese Internet company Tencent had that the Chinese company owns 40 percent of the developer and has appointed two representatives to the Epic board of directors.

"In June 2012, Tencent made a minority investment in Epic Games, purchasing approximately 48.4 percent of outstanding shares of Epic stock, equating to 40 percent of total Epic capital inclusive of both stock and employee stock options," Sweeney said.

"As part of the investment, two Tencent representatives joined Epic's board of directors, in addition to the three directors and two observers appointed by Epic," he added. "We're thrilled to have a world-leading partner in Tencent, who gives Epic unique access to the Chinese market as we head into the next chapter of our 21-year history as a leading independent developer."

Recently published reveal that the Chinese company paid $330 million for its stake in Epic. Tencent said it decided to invest in Epic because the company is "driving change in the Internet industry" and its ambitions aligned with Tencent's own long-term strategic goal of creating "first-class products."

In the months after the deal was announced last summer, a number of high-profile Epic Games developers and executives left the company. First to leave was former producer studio Irrational Games.

In August, at the Epic-owned in October.

Former president Mike Capps announced he was .

In addition to Epic, Tencent developer Riot Games.

From: www.gamespot.com

Levine explains how Oreo packaging is like box art

Added: 21.03.2013 19:32 | 9 views | 0 comments


BioShock Infinite creative director Ken Levine says the goal of both is to appeal to consumers and lead to a sale.

Packaging for a snack like Oreo cookies and video game box art are not as different as they may seem, according to creative director Ken Levine. The industry veteran explained to GameSpot this week that snack packaging and box art have a shared goal: to convince consumers to make a purchase.

"What is the package of an Oreo cookie? It is a representation of something that is trying to catch your eye and appeal to you," Levine said. "Does it taste like an Oreo cookie? No. Does it feel like an Oreo cookie? Can you eat it? No. Does it have any nutritional value? No."

The BioShock Infinite box art has been a point of controversy for Irrational Games since its unveiling. It features a gun-toting Booker DeWitt, the game's male hero on the front, with Elizabeth placed on the back. Levine that the box art was designed for the uninformed. This group may not keep up to date with the happenings of the business but is in no way any less important, Levine argued. In fact, he said it is the opposite; these gamers are keeping the business alive.

"I understand why people are bothered by this, because for some reason BioShock in particular is something they put this particular value on," Levine explained. "But I have a responsibility to the company I work for, to the people I employ, to give them the best shot of having their work recognized and rewarded. And you know what, if I'm going to get criticized because I chose a [controversial] box cover, those people don't have the same responsibilities that I do."

"I have a responsibility to the company I work for, to the people I employ, to give them the best shot of having their work recognized and rewarded."

Levine explained that the process of choosing box art for BioShock Infinite came down to selecting imagery that would draw consumers to it and hopefully lead to a sale. He said Irrational created numerous concepts and showed them to thousands of people to gauge their reactions.

"This is not something to take lightly; the goal is when you walk by it on the shelf, is that person going to go and pick up the box?," Levine said. "And you can intellectualize that process a great deal and say 'What if this, what if that?' But when you actually put it in front of people, what is their reaction?"

Levine said when gamers finally do play BioShock Infinite, they will understand that the box art only scratches the surface of what the game truly is trying to say. "One's fish and one's fowl," he said.

"I pick up the front, yeah, Elizabeth's not on the front, but you flip it over, she's on the back. Sorry [waves hands sarcastically]. If that's what it takes to make the game successful and to continue to employ people, and to have more of these games, I'll take that hit happily."

BioShock Infinite launches March 26 for Xbox 360, PlayStation 3, and PC. Levine what he's making next.

From: www.gamespot.com


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