Skip to main content

Irrational Games loses two more BioShock Infinite developers

BioShock Infinite
Image used with permission by copyright holder

A new discovery by gaming industry sleuth Superannuation points out that Clint Bundrick and Don Norbury have left Irrational Games for positions at Microsoft. Normally that wouldn’t be news, but during Bundrick’s time at Irrational he served as the combat design director for BioShock Infinite. Norbury was the game’s artificial intelligence lead. 

Recommended Videos

It’s not just the massive amount of anticipation surrounding the upcoming release of BioShock Infinite that makes this news notable, it’s also that, to date, the game has had a very rocky development. Superannuation also discovered that the game’s producer Joel Faulstick left for Microsoft in May.

Then there’s the list of problems Kotaku points out:

… Irrational has seen a string of high-profile departures, including art director Nate Wells and director of product development Tim Gerritsen. At the same time, Irrational recently hired Rod Fergusson away from Epic Games to help get Infinite out the door. The team at Irrational had reportedly been wrestling with ambitious but eventually axed multiplayer modes as well as difficulties with Elizabeth, the game’s much-vaunted A.I. companion.

Hoping to discover how these hurdles might affect the development of BioShock Infinite, we sent a message to Irrational. Unfortunately, the company replied with a standard “no comment.”

As for what this means for the game, that’s anyone’s guess. Obviously it isn’t a good sign when key developers leave a game prior to its completion, but we’re unwilling to call this thing a catastrophe until after we’ve played it.

Almost more intriguing than what this means for Irrational and its latest game is what this might mean for Microsoft. You’ll notice that all the names mentioned above departed Irrational for the console giant, so what does that suggest about Microsoft’s future plans? Maybe Microsoft wants to bolster its ranks in anticipation of increased first-party game development in the next console generation. Microsoft has always relied heavily on third-party companies to bolster its Xbox sales, but maybe now it wants to bring all those scattered development projects under one roof.

Regardless of what happens, we probably won’t have a clear idea of things until at least February of next year. BioShock Infinite is scheduled to hit shelves on February 26, so keep your fingers crossed that the stressful development cycle had no impact on the game’s quality.

Earnest Cavalli
Former Digital Trends Contributor
Earnest Cavalli has been writing about games, tech and digital culture since 2005 for outlets including Wired, Joystiq…
You might want to wait to get your Nintendo Switch 2
OLED Nintendo Switch

Your Nintendo Switch 2 preorder won't ship with an OLED screen, but an OLED-version isn't out of the picture. Nintendo has reached out to Samsung Electronics Co. to manufacture Switch 2 chips in a bid to ramp up production speeds and potentially break its sales projections by March 2026, according to a new report from Bloomberg.

The Nintendo Switch 2 was met with almost unprecedented demand in Japan, and Nintendo has issued an apology that it had to limit pre-orders. Roughly 2.2 million people requested a preorder in Japan alone, and preorder numbers for Europe and North America haven't been shared. However, pre-orders sold out quickly, indicating high demand across the globe.

Read more
The Criterion Collection of video games is finally here
Three video game boxes are lined up.

Video game design studio Lost in Cult announced a new physical game label called Editions. The label will release "prestige" editions of beloved games that include original box art, 40-page booklets, and other extras.

Lost in Cult is best known for releasing books on video game through its Design Works series, as well as vinyl records featuring game soundtracks. Editions is an extension of that work, continuing the design company's focus on game preservation and curated content. Think of the project as a Criterion Collection for video games, preserving prestigious titles and bundling them with additional context that underlines their importance to the medium.

Read more
Onimusha 2: Samurai’s Destiny remaster proves that they don’t make them like they used to
Jubei stands with his friends on Onimusha 2's remaster.

“They don’t make them like they used to.”

As a movie buff, no phrase in the English language gets my eyes rolling more than this. For decades, I’ve had to hear that phrase repeated to bemoan the state of cinema. I’ve always found it to be a silly statement. For one: Of course they don’t. Art, and the tools we use to make it, changes. What gets me more is when the phrase is used to tear down modern film. The implication that the art we grew up with is inherently better than what’s around now always feels like a hard-headed snap take that only shows how resistant we are to change.

Read more