We doubt you'll find a less forgiving job in video games than the team who has to take the reins from the driving force behind one of the most beloved titles of the last decade and try to make something of their own. As the creative director of 2K Marin, the studio behind BioShock 2, Jordan Thomas is all too familiar with the challenge. With development now behind him, Thomas took a few moments to tell us how the team kept from soiling themselves, and how they hope to make you do just that, except with excitement.
Joystiq: When you first learned what you'd be tackling, what was the immediate reaction?
Jordan Thomas: It wasn't a big spit-take or anything, I just felt humbled. On the original game, I was a level designer - and believe me, the guys at Irrational hold themselves to such a high creative standard that I can't do it honor in text without sounding like I want to kiss them on the mouth. Some of their games were formative for me, so I was overjoyed to have been involved with BioShock - even in a production role.
2K Marin barely existed at that point, but I told myself that if we were going to carry that legacy with BioShock 2, we'd treat their work with the proper respect. I still find myself thinking, "Gosh, I hope they all have fun" like some addled debutante.
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