Many artists are resistant to change and do not understand the importance of not being married to your work. Creating a character isn't always a clear path from Point A to Point B. During BioShock Infinite and the DLC project Burial at Sea, we were faced with challenges that were completely new to us as an art team. Adapting to a new engine, a modified gameplay style from our previous titles, and changing art direction during development and a rich, ever-growing storyline made us rethink the soul of our game more than once. In this talk, Gavin will show the examples of our multiple directions, explain why they didn't work and what succeeded, how we settled on our final direction for Elizabeth, the evolution of our characters encountered during combat, how our general population got an extreme overhaul, and why all of these changes are significant and helped create a stronger end product.