After the success of Cogs, Lazy 8 Studios was contracted to develop a series of gear-themed puzzles for Irrational's Bioshock Infinite. Initially they were intended to be used similarly to how Pipedream was used as a "hacking" mechanic in the original Bioshock. Those plans were later scrapped, but the puzzles were eventually packaged into a standalone promotional web game. I was again responsible for the art side of things; as well as producing my own 2D assets I sourced news clippings and patent diagrams relevant to the time-period from local archives, integrated them with other assets provided by Irrational, and added animations and interactivity in Flash.