SELF-INITIATED / UNOFFICIAL FAN CONCEPT

BioShock.
A different way in.

An interactive game website concept where the objects of Rapture become the navigation. Pull a bathysphere lever, tune a radio and discover a city through the things it left behind.

An illustrated underwater station, where a radio, city map, plasmid cabinet and projector form the website navigation
Twined’s generated interface illustration. An unofficial design concept, not an exact in-game location or commissioned BioShock website.
ProjectSelf-initiated fan concept
Twined’s roleArt direction, website design & development
FormatInteractive cinematic website

01 / THE ARRIVAL

Start with
a small decision.

The visitor arrives inside an illustrated bathysphere. Moving over the lever reveals a glow and an invitation to descend. Activating it opens an in-game passage into Rapture, followed by an authored station-door transition.

The descent is part of the invitation, not a wait visitors must sit through. An immediate-entry option stays available. The illustrated cabin, gameplay footage and station are distinct elements; the concept does not present them as one continuous location from the game.

02 / OBJECTS AS NAVIGATION

The room
is the menu.

Four objects give the station its purpose. The map leads to districts, the radio introduces inhabitants, the cabinet reveals plasmids and the projector opens the official Collection trailer. Hover and keyboard focus highlight each object’s shape, while a conventional Explore menu offers another way to reach the same material.

Choosing an object changes the scene around it. The interaction keeps the visual context of the room instead of placing every discovery inside a generic dialog. Radio stations pair short game dialogue with readable captions; audio remains a visitor choice.

03 / THE GAME SHAPES THE INTERFACE

Different worlds.
Different ways to explore.

BioShock calls for tactile machinery, signals and discovery. That led to a compact, object-led website rather than another sequence controlled by scrolling. On a phone, visitors can pan across the station and use its direct navigation. A lighter descent video, motion controls and opt-in sound help the experience adapt to the visitor.

The contrast with our Phantom Blade Zero cinematic website is deliberate: the format should follow the world and the visitor’s goal. Our guide to choosing a launch site or a 3D world explains how we make that decision.

04 / ABOUT THE STUDY

Our design.
Their world.

Twined created the website, illustrated interface direction and browser interactions. BioShock, its game imagery, dialogue, footage and trademarks belong to their respective owners. This study was not commissioned, endorsed or operated by 2K or Take-Two Interactive, and it makes no claims about client results.

The experience credits the official screenshots and trailer, the gameplay source and its separately selected, licensed background music. It is an interactive website, not a playable recreation of BioShock.