In the past year, a number of high level employees quietly left Irrational for similar jobs at other studios. Levine acknowledges that, in some part, departures are a response to the company's abnormally intense iteration practices.
"I'm a bit of a slow chiseler, you know?" says Levine. "So it doesn't bother me that much. I think it's probably tougher for other people on the team. I think that's probably hard for some people."
Nate Wells, the art director of BioShock Infinite, and arguably the best known Irrational employee after Levine, was susceptible to massive creative gutting. This anecdote from a colleague of Wells gives an idea of what iteration, at its most extreme, was like in the office.
Levine and Wells had a blowout fight over Finkton. In BioShock Infinite, Finkton is the shantytown, home to the workers and outcasts of the floating city of Columbia.
The art team and level designers had been working on Finkton for a long time, with Wells directing the style. The inspiration was like the slums in Jamaica or Key West. All of the housing was wooden and colorful, as if painted by the residents to make the depressed quarters more livable. And each bright shack was stacked atop the next, climbing into the sky like an anthill, with the skyline piercing through it.
Ken had been in level reviews numerous times. Then one day, the Finkton team was doing a play test, when Ken decided the entire stage was wrong. It looked like the residents lived in garbage. It needed to be beautiful, because Columbia was designed so that even the poor lived beautifully.
It was all wrong. And it had to go.
Wells was furious. Levine had been looking at this for months. In August of this year, Wells announced his new role as art director at Naughty Dog Studios.