Breaking the Mold: The Art of Bioshock [Ken Levine] on aracer.mobi *FREE* shipping Author interviews, book reviews, editors' picks, and more. Read it now . The Art of BioShock - Breaking the Mold [2K Games] on aracer.mobi *FREE* shipping on qualifying offers. BioShock: Breaking the Mold is the official artbook of. This article is a disambiguation page for Art book The following is a list of links to pages that might share the same title. Please follow one of the disambiguation.
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The Art Of Bioshock Infinite by Ken Levine, , available at Book Depository with free delivery worldwide. When Irrational polled the public about what folks wanted in a BioShock Limited Edition, an art book ranked pretty high on the list, but not quite. But that didn't sit well with the Irrational team, so they got all their goods together, compiled some information and made the BioShock artbook.
Booker, too, underwent several transformations, starting with a younger, more roguish look, up to a traditional, "square-jawed comic book hero. The Heavy Hitters chapter also lends more insight into the iconic villains seen in-game.
The Handyman, most noticeably, has an extensive thought process behind him, showing that Irrational wanted to do more than evoke the technology and styling of the time.
If you've experienced the game, there is something tragic about the Handymen and the art and notations manage to capture this.
The Boys of Silence, on the other hand, were originally designed with a much different purpose in mind, using sound as both a weapon and an alarm. Their section makes me insanely curious to see how this different approach would have played in-game.
My favorite section of the book is an early section in which several designs explore an insane toymaker's creations.
The illustrations are both chilling and highly detailed, showing a gorgeous world of possibility. The mechanical owl and rabbit are especially rooted in early s style, looking like a macabre greeting card of the time. I imagine the toymaker was scrapped as seemingly a little too reminiscent of someone like Sandor Cohen, but he may have also provided an intriguing look at the citizens of Columbia.
In addition to clockwork toy monsters, there are also some horrific sketches of people who had utilized Elizabeth's "tears.
They are both hideous and fascinating as the exact mechanics of Elizabeth's powers were eventually ironed out. In fact, these early pages suggest a game far more on the horror spectrum than BioShock Infinite ended up being.
There are the obligatory chapters detailing the various styles and weapons of the world, as well as a closer look at the members of the Vox Populi and the citizens of Columbia. While the weapons and "normal" citizens don't blow me over much, there are a few revealing pages dealing with the working class of Columbia. Sketches of men with mechanized arms, quite literally chained to their job, show why so much of Columbia's population would have embraced the Vox.
Product details Format Hardback pages Dimensions x x Review Text Readers will delve deeper into the city of Columbia--the fabled floating metropolis that serves as a beacon of technology and achievement for the early s! This deluxe hardcover features production designs and concept illustrations focusing on the main characters.
Rating details. Our customer reviews A brilliant collection of artwork from both the finished game and unused material.
Character and enemy designs, beautiful artwork of Columbia, Vigors and propaganda posters and advertisments from the game are all found here for our enjoyment.
While I'd definitely recommend the book to anyone BioShock fans in particular , I warn anyone that playing 'BioShock Infinite' will evoke mixed reactions to this book. On one hand, you get an appreciation of how different the finished game is to the original 'BioShock', despite the fact that the similar starting point brought out in the initial designs and concept in the book. On the other hand, you become somewhat frustrated that the creative process which led to some great concepts in the finalised game is not covered here.
For instance, I love the Luteces and think they were an innovative element, but they only get one image each in an entire book which are not even labelled as such. I couldn't help but compare to another Dark Horse art book I own which told me so much about the creative process. To add insult to injury, Ken Levine wrote a great introduction which just scratched the surface of this aspect. So it's still a brilliant book overall with stunning artwork, but could have been a bit better if the creative process were described in more detail.
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