Arka Evren
BioShock 2

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

  • BioShock 2 — production image

12 Facts From Behind the Scenes of BioShock 2

  1. #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.

    BEHIND THE SCENES · SOURCED

  2. #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.

    BEHIND THE SCENES · SOURCED

  3. #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.

    BEHIND THE SCENES · SOURCED

  4. #021

    Motion capture sessions for BioShock 2 inspired the Big Sister's movement, which animation supervisor Jeff Weir described as graceful yet awkward.

    BEHIND THE SCENES · SOURCED

  5. #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.

    BEHIND THE SCENES · SOURCED

  6. #024

    Kamper described following BioShock's sound design as "intimidating," since everyone involved was a big fan of the game.

    BEHIND THE SCENES · SOURCED

  7. #025

    Although Kamper worked with the leads on other parts of BioShock 2, he was given wide latitude to shape its sonic style.

    BEHIND THE SCENES · SOURCED

  8. #026

    Kamper allowed his team to choose whatever audio software they wanted, so as not to limit their creativity.

    BEHIND THE SCENES · SOURCED

  9. #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.

    BEHIND THE SCENES · SOURCED

  10. #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.

    BEHIND THE SCENES · SOURCED

  11. #029

    The Big Sister's sounds in BioShock 2 were derived from birds, hyenas, and Kamper's wife doing impressions of a dolphin.

    BEHIND THE SCENES · SOURCED

  12. #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.

    BEHIND THE SCENES · SOURCED

Sources & editorial notes

Sources for the entries on this page

  1. Wikipedia BioShock 2 — WikipediaEncyclopedia · accessed 18 Sep 2026

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