Making video games seems like the most awesome job in the world, provided you know absolutely nothing about it. We like to think of the developers as cool, laidback people who never wear pants, like Internet comedy writers. It's easy to forget that they are in fact at the center of a billion-dollar industry, with everything that entails: financiers breathing down their necks, lots of stress, and shady schemes that would make Wario say, "Dude. Come on. Have some decency."
Sometimes, in the process of creating fun diversions for the world to enjoy, video game developers end up crossing some moral, legal, and ethical lines. Like when ...
Bioshock Turned Disfigured Soldiers Into Mutated Enemies
Designing grotesque, deformed monsters for video games can be a great opportunity for artists to stretch their creative muscles. Should you add an extra arm coming out of their forehead? An extra forehead coming out of their arm? The sky, and your imagination, is the limit!
Or, alternatively, they can look at a photographic database of disfigured war veterans and copy from there, assuming they're not concerned with matters like "ethics" or "basic human decency."
Or "not going to hell for this."
That is a photo of Henry Lumley, a World War I pilot who suffered excruciating burns, followed by a BioShock monster enemy called, um, "Toasty." And that's not the only example of this. In an interview about the making of the game, one staffer admitted that some Splicers (the aforementioned monsters) were inspired by the work of Harold Gillies, a plastic surgeon who specialized in reconstructing the faces of soldiers who suffered horrific injuries during WWI. So it's not like they Googled "creepy faces" and had no idea that these were real people they were using.
For example, this is Walter Yeo, a sailor who was injured during battle, followed by the design of another bad guy, known as a "Wader":
The ultimate insult was giving him James Franco's hair.