I like to compare Lucy Gray to Peeta because they’re both performers who ended up lost one way or another. Lucy Gray is lost somewhere in the world and Peeta is lost in his own head.
They’re also baddie love interests, and the best characters.
The story behind the BioShock infinite: Burial at Sea bread boy has been reported a thousand time but I wanted to make a post of my own for this blog. And also because I love every bit of insider development information about Bioshock and when this came out I both felt fascinated and terrified that the original thread would be deleted. So here goes.
In Burial at Sea there is a scene where a couple of NPCs are used to populate the world and also act as a barrier for the player character to progress within a set story path. These NPCs are what's called "chumps": rigged mesh characters with a skeleton but no AI, just animation. They won't react to the player or the environment. They aren't much different than a bookshelf or a tree with a wind animation applied to it. This preserved ressources on the game engine and the development team.
The person responsible to place such chumps: Gwen Frey, decided to populate the environment, she could place a character running around a cylindrical noticeboard. At first she tried to use two characters dancing with animation from the beach scene in Bioshock Infinite where Elizabeth tries to get Booker to dance.
However the children boy and girl mesh used by Gwen Frey were not rigged the same way as the adult women and men which meant that the dancing animation couldn't work out and the meshes were clipping into each other and into the ground. So Gwen Frey made it so the hands and feet would be in the same position as the adults but then the characters would have their hands above their head. Since this wouldn't work for two dancing characters, Gwen Frey deleted the dancing partner and added a baguette in the boy's hands, making it look somewhat natural if a bit incongrueous. It works in the dream like world of Elizabeth's Paris.