
Isaac Vega — From Humble Prototypes to Bioshock Tables, Navigating Unexpected Successes, and the Freedom of Forging One’s Path in Game Design (#44)
Think Like A Game Designer
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Bioshock Infinite
The hardest thing with a Bioshock infinite is that the game itself had not been released, right? So we were working with them off of just the information that we had. It was funny because like there would be moments in which I'd present a version of the game and the studio would come back to me and say, this is too close to information that we haven't made public. And I'm like, I can't know how to make something or that if I'm going to cross a line, if you don't give me access to pieces of information. That was so frustrating. But it was also very cool because after we had designed the game and gotten stuff, we got
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