BioShock Infinite now has one less mystery within its floating walls thanks to the excitement of SkateBird developer Megan Fox, as she tweeted her love for the game's environmental storytelling. That, in turn, led to some explanation of the infamous dancing bread boy from the first-person shooter.
Following Fox's tweet, it didn't take long for Gwen Frey to show up and spill the flour that everyone wanted to hear. Frey founded Chump Squad, an indie studio with one of the best names ever, but she previously worked on BioShock Infinite and its subsequent DLC, Burial at Sea. One of Frey's jobs during development included placing «all the background characters,» which also included giving life to the dancing bread boy. Frey revealed the whole process in a series of tweets, which are delicious, even if they are a little heavy in carbs.
Frey believed the Paris scenes were «too static and needed more motion.»
«I was populating the Paris scene with 'chumps' (skeletal meshes of humans with no AI). I'd play a looping animation on a person, script some head-tracking or whatever, & request VO lines from the writers to flesh them out.»
Frey continued, saying that chumps were the only real option as the team couldn't add anything additional with «proper AI pathfinding.»
She also had to "[reuse] animations from the base game," due to a lack of resources for new background character animations for Burial at Sea. Any animations she wanted to use had to be pulled from things already made for Infinite's main game.
Luckily, Elizabeth's dance by the beach provided Frey with a very busy animation, which would break up the Paris scene quite nicely.
random sensory flashback to the Bioshock Infinite DLC where they wanted to communicate to the
Read more on gamespot.com