manbot

irrationalgames.com
Irrational Games is winding down

When Jon Chey, Rob Fermier and I founded Irrational Games seventeen years ago, our mission was to make visually unique worlds and populate them with singular characters.

We built Rapture and Columbia, the Von Braun and The Rickenbacker, the Freedom Fortress and some of the nastiest basements a SWAT team ever set foot into.  We created Booker and Elizabeth, the Big Daddy and the Little Sister, MidWives and ManBot. In that time, Irrational has grown larger and more successful than we could have conceived when we began our three-person studio in a living room in Cambridge, MA. It’s been the defining project of my professional life.

Now Irrational Games is about to roll out the last DLC forBioShock Infiniteand people are understandably asking: What’s next?

Seventeen years is a long time to do any job, even the best one. And working with the incredible team at Irrational Games is indeed the best job I’ve ever had. While I’m deeply proud of what we’ve accomplished together, my passion has turned to making a different kind of game than we’ve done before. To meet the challenge ahead, I need to refocus my energy on a smaller team with a flatter structure and a more direct relationship with gamers.  In many ways, it will be a return to how we started: a small team making games for the core gaming audience.  

I am winding down Irrational Games as you know it. I’ll be starting a smaller, more entrepreneurial endeavor at Take-Two.  That is going to mean parting ways with all but about fifteen members of the Irrational team.   There’s no great way to lay people off, and our first concern is to make sure that the people who are leaving have as much support as we can give them during this transition. 

Besides financial support, the staff will have access to the studio for a period of time to say their goodbyes and put together their portfolios. Other Take-Two studios will be on hand to discuss opportunities within the company, and we’ll be hosting a recruiting day where we’ll be giving 3rd party studios and publishers a chance to hold interviews with departing Irrational staff.*

What’s next?

In time we will announce a new endeavor with a new goal: To make narrative-driven games for the core gamer that are highly replayable. To foster the most direct relationship with our fans possible, we will focus exclusively on content delivered digitally.

When I first contemplated what I wanted to do, it became very clear to me that we were going to need a long period of design. Initially, I thought the only way to build this venture was with a classical startup model, a risk I was prepared to take. But when I talked to Take-Two about the idea, they convinced me that there was no better place to pursue this new chapter than within their walls. After all, they’re the ones who believed in and supportedBioShockin the first place.

Thanks to Irrational and 2K’s passion in developing the games, and the fans who believe in it,BioShockhas generated retail revenues of over a half billion dollars and secured an iconic place in gaming. I’m handing the reins of our creation, theBioShockuniverse, to 2K so our new venture can focus entirely on replayable narrative. If we’re lucky, we’ll build something half as memorable asBioShock.

We do our best to update an FAQ in this space as questions come in.

-Ken Levine

BioShock Studio Irrational Games is Shutting Down

A Message From Ken Levine

When Jon Chey, Rob Fermier and I founded Irrational Games seventeen years ago, our mission was to make visually unique worlds and populate them with singular characters.

We built Rapture and Columbia, the Von Braun and The Rickenbacker, the Freedom Fortress and some of the nastiest basements a SWAT team ever set foot into. We created Booker and Elizabeth, the Big Daddy and the Little Sister, MidWives and ManBot. In that time, Irrational has grown larger and more successful than we could have conceived when we began our three-person studio in a living room in Cambridge, MA. It’s been the defining project of my professional life.

Now Irrational Games is about to roll out the last DLC for BioShock Infinite and people are understandably asking: What’s next?

Seventeen years is a long time to do any job, even the best one. And working with the incredible team at Irrational Games is indeed the best job I’ve ever had. While I’m deeply proud of what we’ve accomplished together, my passion has turned to making a different kind of game than we’ve done before. To meet the challenge ahead, I need to refocus my energy on a smaller team with a flatter structure and a more direct relationship with gamers. In many ways, it will be a return to how we started: a small team making games for the core gaming audience. 

I am winding down Irrational Games as you know it. I’ll be starting a smaller, more entrepreneurial endeavor at Take-Two. That is going to mean parting ways with all but about fifteen members of the Irrational team. There’s no great way to lay people off, and our first concern is to make sure that the people who are leaving have as much support as we can give them during this transition. 

Besides financial support, the staff will have access to the studio for a period of time to say their goodbyes and put together their portfolios. Other Take-Two studios will be on hand to discuss opportunities within the company, and we’ll be hosting a recruiting day where we’ll be giving 3rd party studios and publishers a chance to hold interviews with departing Irrational staff.*

What’s next?

In time we will announce a new endeavor with a new goal: To make narrative-driven games for the core gamer that are highly replayable. To foster the most direct relationship with our fans possible, we will focus exclusively on content delivered digitally.

When I first contemplated what I wanted to do, it became very clear to me that we were going to need a long period of design. Initially, I thought the only way to build this venture was with a classical startup model, a risk I was prepared to take. But when I talked to Take-Two about the idea, they convinced me that there was no better place to pursue this new chapter than within their walls. After all, they’re the ones who believed in and supported BioShock in the first place.

Thanks to Irrational and 2K’s passion in developing the games, and the fans who believe in it, BioShock has generated retail revenues of over a half billion dollars and secured an iconic place in gaming. I’m handing the reins of our creation, the BioShock universe, to 2K so our new venture can focus entirely on replayable narrative. If we’re lucky, we’ll build something half as memorable as BioShock.

- Ken Levine

  • Bender: I bang so many hot chicks its unbelievable. Only robobabes though, and they gotta be a certain type of girl. No men, no humans, and ESPECIALLY no human men! That would be utterly disgusting. And don't even get me started on L-O-V-E. Don't even know the meaning of the word. I'm a manbot. Tough and secure. No need for such petty human feelings. It's always get screwed and get out when it comes to MY bed.
  • Fry: Hey Bender if I knock myself out with this crowbar, do you think I could hold my breath under water longer?
  • Bender: Wow he's perfect. He must be mine. I love him so much. A unique and beautiful object...
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So, after running around trying to get money out of the bank, I spent the evening making these adorable stickers! AND THEY ARE ADORABLE, THEY REALLY ARE I’M IN LOVE WITH MY OWN MERCH. 

These are stickers for tanekastotts’s and my comic, currently titled ROBUTTS. Lucos is our lovely manbot, currently all tied up, and Yvonne is, well, his owner/best friend?? It’s complicated, alright? The little cactus monster stickers are just that, little cactus monster stickers, got nothing to do with ROBUTTS but they are still cute! 

Patrons received these gems in the mail for January (or will, because I’m sending them out today, so that means the’ll be PICKED UP tomorrow.) I’m thinking I’ll be doing 2-4 stickers for my monthly $20 Care Packages, since I love making stickers so damn much! (if you would like a care package, snag a spot quick because THERE ARE ONLY 2 SLOTS LEFT!!) 

Also up on Patreon is my January Sketchbook! Sketchbooks are a labor of love for me, so I really hope you enjoy what I have for you! 

Thank you so much for your support! 

Become a Patron! 

Headcanon

All bots have their vox box at the adam’s apple spot. Every bot. Fembot to manbot and anyone inbetween or outside. 

It doesn’t bulge out normally, but Impactor here is giving a very pointed pout, so you can see the shape. Due to the placement, it’s pretty easy to rip out someone’s vocalizer. 

This is also why bots make gagging sounds when being strangled, because the vox box is being put under pressure.