As we were developing our narrative for the Golden Line we were trying to figure out why the player would be down there anyway? We decided to incorporate the character Lilith into the story, how she can be used to guide the player and allure to more details of the story similar to how Fontaine did in Bioshock 1.
Weaving a compelling backstory around her and our environment we (unfortunately for her) decided to give her a split personality. One of sweet and helpful and one...that...well ...might want to rip you open to get to the Adam inside!
We looked a costumes back in the day and how they could link to Lilith. If she was in surgery a lot perhaps when she was all alone she would go back there and find clothes to wear. We also wanted to pay homage to Bioshocks Big Daddies and Big Sisters but make something uniquely our own at the same time.
Kyran, a wizard in Zbrush, quickly came up with lots of different concept sculpts which we gave our feedback on to narrow down in on a design we all liked.
We are hoping to move forward with the below design and develop further in this direction.
The idea of Lilith and Anti-Lilith we understand is a stretch goal. Before introducing her we would like to replace the default unreal hands with some real ones. Since we also have some ideas about using plasmids to figure out puzzles in the game, our concept artist Giulia looked at how the plasmid would affect our player hands.
To further incorporate the story of Lilith and represent her two personalities in the environment we are looking at how she might graffiti around the scene. The crazed scrawls in both personalities will have different hand writing and also give clues to what happened and what her goal is with the player! Is she friend or foe?









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