
GAME · 2010
BioShock 2
- Developer
- 2K Marin
- Publisher
- 2K
- Platforms
- PlayStation 3, Microsoft Windows, macOS
34 archived facts 4 topics 1 source Last reviewed Sep 2026
12 Facts From Behind the Scenes of BioShock 2
- #011
For BioShock 2, each game level was devised by an environmental artist and a level designer working collaboratively instead of being designed first and then handed to art teams for detailing; level designer Steve Gaynor recalled that this close collaboration helped gameplay spaces, and thus the world as a whole, feel functional and real.
- #019
According to animation supervisor Jeff Weir, the Big Sister was the first subject Jordan Thomas raised with animators when they joined 2K Marin for BioShock 2.
- #020
The BioShock 2 team was challenged to communicate the Big Sister's backstory and personality through design cues instead of plot exposition, according to animation supervisor Jeff Weir.
- #021
Motion capture sessions for BioShock 2 inspired the Big Sister's movement, which animation supervisor Jeff Weir described as graceful yet awkward.
- #022
The Big Sister in BioShock 2 drew significant influence from the Big Daddies' design but was made to look unique, with soft elements such as Little Sisters riding in her cage and drawing on her armor added to offset the harsh metal.
- #024
Kamper described following BioShock's sound design as "intimidating," since everyone involved was a big fan of the game.
- #025
Although Kamper worked with the leads on other parts of BioShock 2, he was given wide latitude to shape its sonic style.
- #026
Kamper allowed his team to choose whatever audio software they wanted, so as not to limit their creativity.
- #027
BioShock 2's setting, ten years after the first game, shaped its sonic atmosphere; audio director Kamper said he wanted the ambience to convey that Rapture was constantly falling apart around the player, with creaking and groaning sounds emphasizing the disrepair.
- #028
For BioShock 2, Kamper and the audio team added non-diegetic sounds that grow more frequent near the end to convey the Splicers' mounting insanity.
- #029
The Big Sister's sounds in BioShock 2 were derived from birds, hyenas, and Kamper's wife doing impressions of a dolphin.
- #030
Audio programmer Guy Somberg created a background sound system for BioShock 2 that layers sounds based on the player's location, producing organic and random ambient soundscapes; multiplayer sounds were handled by Digital Extremes, whose work had to cohere with Kamper's team and with the sounds of BioShock.
Sources & editorial notes
Sources for the entries on this page
- Wikipedia BioShock 2 — Wikipedia
Information from external sources is independently selected, consolidated and edited by Arka Evren. Sources are listed for verification and further reading. Encyclopedia text is used under its licence (CC BY-SA). How we work
