“The decision was made at a corporate level.”
“The closure of Irrational was complicated,” he said.
“I felt out of my depth in the role.
My mental health was a mess during Infinite.
That’s when he left, leaving the studio in the hands of Take-Two.
“That’s why I didn’t maintain the name Irrational.
I thought they were going to continue.
My feeling was that it probably would have made sense.
I don’t think I was in any state to be a good leader for the team.”
Still, a “good chunk” of laid off developers returned to work on theyet-to-be-revealed next BioShock game.
Levine also discussed with Edge the development of BioShock Infinite, which he pushed to make more action-oriented.
That led to the Sky-Lines - something he would have developed further in a potential sequel.
That thing was built on Unreal Engine 3, which is not an outdoor engine.
Sky-Lines were a lot of spit and chewing gum and prayers.