BioShock Infinite Removed Content

BioShock Infinite went through many revisions over the course of its development by 2K Games and Irrational Games. The purpose of this article is to record all content which appears in-game files, development trailers, or concept art, but ultimately did not make it to the final version of the game.
As the following elements were removed or left unused in the final version of the game, they should not be considered canon to the game's history, nor actual parts of its universe. 
==Before Columbia==
At the start of development for what would become BioShock Infinite the setting for the game was to be a familiar place, the underwater city of Rapture. Despite being set in Rapture, the team didn't want to repeat what had been done in BioShock and the story would place before the Civil War ravaged the city. As work progressed it was decided that seeing the Rapture Civil War occur would destroy the mystery of the conflict and that it was best to leave it a mystery. While there was still to be a connection to Rapture in some way, it was decided that the game would take place in a new city. For a time the Renaissance was considered, but with the announcement of Assassin's Creed II which took place in that same time period, it was decided that a different setting was needed.BioShock Infinite had enough cut from it to make five or six full games Finally a choice would be made and the new city would be set in the sky.Clouds and strife: The writing of BioShock Infinite – part two
=="City in the Sky"==
In the early "City in the Sky" or "Rapture in the Sky" prototype for Columbia, featured in both screenshots in The Art of BioShock Infinite and IGN's early Elizabeth video, it was considered to have an Art Nouveau inspiration to its architecture, along with a more weathery and stormy atmosphere to create cloud cover. One of the current game's areas that appeared predominant throughout development was Emporia, only with automata-based statues, and buildings inside Rapture-like corridors with glass ceilings.
It was mentioned in the BioShock comparison interview that this was meant as an art contrast from BioShock's Rapture, since Rapture was focused with Art Deco.BioShock Comparison interview on IGN However, it was found that while Art Deco architecture had simple shapes with low polygon counts, making it easy to generate in the game's engine, the Art Nouveau style was too complex, with very fine-tuned round designs which used more polygons -- more than they could afford in their rendering budget. This caused them to revise it for the current Beaux-like appearance. Still, some Art Nouveau assets do appear in the game, such as furniture, and decorative frames and signs in Emporia, Comstock House and the Church of Comstock.
As for the stormy weather atmosphere, they found it was too dark, and the lighting resembled Rapture too much, with no emphasis on the environments as being an open sky. It was revised into a clearer and brighter environment. Despite the less oppressive atmosphere, weather was still going to play a roll as the engine supported a dynamic weather system that could affect Columbia's floating buildings. This is seen in the early gameplay demonstration, but was not shipped with the final game.31 Things You Didn’t Know About Bioshock Infinite Even If You Played It from Eurogamer
CIC Museum Display1.png|Very early art directions for Columbia, by Scott Sinclair.
Infinite Early Art Nouveau Arch Concept.jpg|Early concept art for an arch, in the Art Nouveau style.
Very Early Columbia Floating Building Concept Art.jpg|Very early concept idea for the appearance of Columbia's buildings, by Chad King.
Early Art Nouveau Columbia Building Concept.png|Early concept art for a building, in the Art Nouveau style by Jamie McNulty.
Early Crashed Zeppelin in Columbia Concept.jpg|Early concept art of a zeppelin crashed in an art nouveau building, by Chad King.
Chx-king-techplaysheet-1.jpg|Concepts for the technology of Columbia, by Chad King.
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Early Factory Concept.jpg|Early concept art for the Factory, by Chad King.
Early Factory Concepts.jpg|Variations for the Factory's design.
BioI Early Factory Interior Concept Art.jpg|Early concept art for the Factory interior.
Goulden Gavin Change Is Good.jpg
Goulden Gavin Change Is GoodEmporia2.jpg
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Early Columbia Building Balcony Concept 1.jpg|Early Art Nouveau building & balcony concept #1, by Jamie Mcnulty and Ben Lo.
Early Columbia Building Balcony Concept 2.jpg|Early Art Nouveau building & balcony concept #2.
BioI Early Columbia Art Nouveau Landing Platform Concept 1.jpg|Early Art Nouveau landing platform sketch, by Chad King.
BioI Early Columbia Art Nouveau Landing Platform Concept 2.jpg|The finished concept for the Art Nouveau landing platform. Note the statue from the top of the Rapture Lighthouse in the background.
Early Columbia Bridge Concept.jpg|Early concept art for a bridge, by Chad King.
Early Columbia Floating City Concept.jpg|Early concept art for a portion of the floating city.
Early Columbia Building Balloon Concept.jpg|Early concept art for balloons holding Columbia's buildings afloat, by Chad King.
Art Nouveau Carriage Final.jpg|An untextured Art Nouveau style horse carriage. By Calen Brait.
Infinite Early Art Nouveau Carriage.jpg|The textured version of the unused horse carriage.
Early Art Nouveau Columbia Telephone Concept.png|Concept art by Jamie McNulty.
Art Nouveau Columbia Tarot Building Concept.jpg|An early Art Nouveau concept, of a building featuring a tarot facility.
CIC Museum Display3.png|Concept art for the Emporia Red Light District in Columbia found in The Columbian Archeological Society.
CIC Museum Display4.png|An early concept for a skyline station found in the Columbian Archeological Society.
CIC Museum Display5.png|Concept art for the 'Fall of Icarus' found in the Columbian Archeological Society.
CIC Museum Display6.png|Concept art for "Floating City" from the Art Nouveau period found in the Columbian Archeological Society.
ArtNouveauCitizenConcept.jpg|Female citizen face-studies, in the Art Nouveau style.
BSI Pinup Girl 1 HD.jpg|Art Nouveau-era female citizen (reused as a pin-up in-game).
ArtNouveauMaleCitizenConcept.jpg|Art Nouveau-era male citizen.
BioI Art Nouveau Boy Concept Art.jpg|Art Nouveau-era boy citizen.
BioI Art Nouveau Female Citizen-Enemy Concept Art.jpg|Art Nouveau-era female citizen/enemy concept.
==Sky-Line Demonstration==
After the development of the "City In The Sky" concept, consideration was given to how people and goods would be moved around Columbia and the Sky-Line was born. As the Sky-Line was developed, a small demonstration level was created using developer assets intended to show how the Sky-Lines would work in game. This level also reflected how Columbia was envisioned at the time. There are floating "islands" of different sizes with some possessing multiple levels. These islands are connected by Sky-Lines and walkways that resemble the tunnels used in Rapture. While lacking textures, the general layout tends to suggest the Art Nouveau style seen in the early concept art for Columbia.
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==Columbia's Setting and Society==
Columbia went through significant changes throughout its development, all surrounding the common theme of American exceptionalism and the issues of class and race in the early twentieth century. 
Columbia started out very different, most differences listed in the City in the Sky section above. An early idea for the conflict in Columbia was also Luddites versus pro-technology.Ken Levine Interview: Taking BioShock From Rapture To Columbia on PlayStation.Blog Very early concept art even had an image of a Cabaret, something that would definitely would have been out of place in the Columbia of the game.
Columbia's patriotism, as seen in the early trailers and promotional posters, was originally supposed to be more politically and socially based rather than religious, with Comstock being an aged politician rather than a prophet. The state was also supposed to be fascist and Nazist influenced, with a Hitler Youth-like program for the young (who appear similar to Boy Scouts in uniform; "Youth of Columbia, Will You Bear Her Sword?") and racial purity was emphasized as a reason for their racism ("We must all be vigilant to ensure the purity of our people!"). Columbia was militaristic, encouraging duty to protect Columbia against all of Columbia's "enemies", described as foreigners and anarchists ("Patriots! Arm Thyself Against the Foreigners & Anarchists! Protect Columbia!"; "Columbia Calls You!…to the ramparts, Patriots all!"). Columbia was also to have revered Abraham Lincoln as well as figures such as George Washington, with early trailer showing a good amount of Lincoln-related merchandise in stores such as Major's Notions, Sundries and Novelties. Religious devotion was apparently present but on a much more radical Christian level, more similar to the United States of the period. Columbia was also to sport, from time to time, actual American flags rather than their own; evidenced by early Motorized Patriots (and those who appear through Tears in-game) to have the traditional stars and stripes.
Columbia itself was also to be less connected, made up of many different connecting platforms, seen in several trailers and the TV spot. The buildings and platforms were also to be organized into clusters, and the Sky-Line was to also pass through these clusters (the Sky-Lines in-game mostly start at the edges of platforms and connect areas farther away from each other and the routes are much longer).
The supernatural aspect of the game was also to be more mystical rather than scientific. As mentioned below, the merged were a result of people being exposed to alternate versions of themselves, and overuse of Vigors was also to be detrimental to health and appearance much like ADAM is to Splicers ("Vigor Junkies"). Elizabeth's powers were also to be more diverse and supernatural, and tears were to have a much greater impact on gameplay and story. The Siren was based on early 20th century mysticism and the culture of mediums, and possibly wouldn't have been limited to just Lady Comstock. The TV spot also shows Columbia was to be, based on its extreme Christian beliefs, suspicious of the supernatural, to the point where a preacher testifies against Elizabeth as a crowd is about to lynch her by hanging, probably due to her powers. This same kind of suspicion probably would have carried over to the main game.
Citizens would also have had a greater impact on the game, appearing in much greater numbers and even could attack the player, both Founders and Vox alike. Citizens were to have been much more varied in ability, using nearly everything at the same frequency the player could, including sky-lines, weapons, and Vigors. Citizens in the released game instead are found in scripted areas and their limited (and scripted) conversations are meant to give the player some more context of the story, but their combat role is mostly supplanted with Soldiers and Police, and the enemy's ability to use Vigors is nearly entirely abandoned aside from Firemen and Zealots.
The concept of the "Founders" versus the "Vox" as well would have been much greater, the importance of the "Founders" (as a specific faction and class) rather than "Columbia" (as a whole making up all whites and non-Vox) being next-to-lost in the released game, the Vox revolution turning into an ultra-violent social uprising rather than a class revolution. The "revolution" part also would have seemingly have been in full swing by the beginning of the game, Booker having come in the middle of the conflict tearing apart Columbia. The main game instead has the Vox at first being fairly suppressed and contained and limited in action, but then becoming full-blown antagonistic after Booker and Elizabeth enter the universe where the Vox rise up en-masse, serving as the central enemies for much of the rest of the game. The player was also to have come into conflict frequently with citizens aligned either with the Founders or the Vox Populi, who would be fighting between themselves as the player came into the area. In the main game, there are only few scripted instances where the Vox would come into conflict with the Founders, mostly occurring during the Vox revolution segment in the second alternate universe (where the Vox act as allies to the player) and Downtown Emporia (where both sides will attack the player if they intervene or makes themselves known). The sides would also have been divided on their desire for Elizabeth and her powers, the Founders wanting her back to contain her powers, and the Vox wanting to use her powers to aid their revolution. The main game has ultimately Comstock wanting to keep the "Lamb of Columbia" from being "corrupted by the False Shepherd" and to make her his heir, and the Vox have little interest in Elizabeth other than killing her.
==Threat of Communism==
Early versions of the game appeared to incorporate an early version of the Red Scare and the rise of Communism.
The 2010 Gamescon BioShock Infinite 10 minute gameplay demo at 3:00 features the cut character Henry Saltonstall, who is electioneering with an American flag campaign button. When disturbed, his appearance undergoes a Tear-like flicker and his campaign button changes to a red and yellow hammer and sickle.
Later on at approximately 5:53, the demo features a painting of a man on a horse with the Statue of Liberty in the clouds based on a 1922 N.C. Wyeth title page illustration from a Brander Matthews book Poems of American Patriotism. This changes with Tear-like effects into a portrait resembling that of Joseph McCarthy, the senator behind his namesake McCarthyism and the anti-Communist hysteria in the United States in the 1940s and 50s. While the N.C. Wyeth illustration is still present in the game in locations like the Hall of Heroes and the Bank of the Prophet, the Joseph McCarthy portrait does not appear.
The Clash in the Clouds DLC features a Voxophone by Rosalind Lutece called No Cell Will Hold Them. In it, she describes a Tear showing an alternate Columbia where "strange red flags with a small yellow icon flew from her rooftops".
A scripted event in New Eden Square features a couple arguing, "Oh, don't turn into some Finkton radical on me John. I do not want to be some character out of I Married a Vox Populi, now do I?" This is a reference to the 1949 film popularly known as I Married a Communist.
Though the final game takes place in 1912, the red and yellow hammer and sickle was not designed as a symbol until 1917 and was adopted on the Soviet flag in 1923. Additionally, Joseph McCarthy was born in 1908, but appears in a period costume with a high-stiff wing collar which had long fallen out of style in the 1950s.
Saltonstall.jpg|Saltonstall with his American flag campaign button.
Saltonstallchanging.png|Saltonstall's button changing to a hammer and sickle.
BioI Unused Joseph McCarthy Portrait.png|A portrait resembling Joseph McCarthy.
==Levels==
===Town Center===
====Fairgrounds====
Laura Zimmermann who designed the various cutouts and signs for the carnival games at the Fairgrounds also provided a sign and cutout for a fourth unused game, named "Defeat the Red Coats", which refers to the British army uniform used during the American Revolutionary War.Laura Zimmermann-Dávila's ArtStationRed coat on Wikipedia
The texture file for the two Easter & Sons Premium Automated Stallions advertisements seen at the Fairgrounds also feature four additional signs which were not used. The signs read: "Cafe New Eden", "Powercore Combustive", "Entrance To Factory" and "Horse Riding Park". The signs indicates that at some point a horse riding park was meant to be featured in the game, possibly as a Fairground attraction. A New Eden Cafe exists in the level, but not at the Fairgrounds. The factory sign could be referring to Fink MFG Factory or some other unknown factory. If all signs were meant only for the Fairgrounds or the Town Center is unknown.
BioI Unused Fairground Signs.png|The four unused signs.
===Comstock Center Rooftops===
====Fraternal Order of the Raven====
The game files for the Fraternal Order of the Raven HQ feature an unused "Welcome Brother" sign.
Unused Welcome Brother Sign.png|The unused "Welcome Brother" sign.
====Monument Island Gateway====
According to Outsidexbox, the pilgrim who sets herself on fire in Comstock's zeppelin was originally a young boy.How Bioshock Infinite Has Changed Since 2010 - Gameplay Comparison - 2011, 2012, 2013 on YouTube
===Soldier's Field===
====Battleship Bay====
Concept art for Battleship Bay indicates that the area was originally called "Battleship Cove".Battleship Bay Concept Art A sign reading "Battleship Cove" can also be found in the game files.
Early footage and story boards of Battleship Bay (video and story boards seen below) reveals some early iterations of the level. While the premise stayed more or less the same there are some key differences. When Booker wakes up on the beach, a man and a woman was originally the ones to wake him up. The man would poke Booker with a walking stick and the woman would offer him a "health batter" (an early version of the health kit) and point Booker towards his gun further up on the beach. Booker would then carry on to find Elizabeth dancing at a stage instead of the seaside pier. The source also reveals that the level had some different design elements, notably: the area where Booker finds Elizabeth dancing was originally called "Pleasure Cove", the umbrella that flies away to reveal the area where Elizabeth is dancing was originally a piece of cloth. the surfboard rental originally read "Fairy Floss", there was a simple stairway to the Upper Boardwalk instead of the gift shop, and the Lutece encounter originally included a stand.
Bioshock Infinite Early Boardwalk Battleship Bay
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Spacing Tests.jpg|An early version of Battleship Bay, during development.
BioI Battleship Bay Development Image.jpg|Another development image.
====Ferris Wheel====
Much like the original BioShock, a Ferris wheel that the player could visit was cut from the game. An early screenshot of Battleship Bay shows a full model of a Ferris wheel not far from the Bay, fairly close to where the player starts the level. In the retail version, the Ferris wheel model is still present and operating at about the same location, but much farther away in the skybox and inaccessible. Using Console Commands, the player can fly to the Ferris wheel model and see that it is a complete 3D structure, but low textured and the passenger cars don't rotate with the spinning motion. It also has an Earnest Eagle icon in the center of the wheel support tower, which further indicates that the player was going to be in closer proximity to the attraction. The in-game Soldier's Field directory map still shows the Ferris wheel, as well as a gondola station going to it, but no such location is found. The Ferris wheel model was also used for 2D cutouts of the city for the skybox.
BioI Battleship Bay Ferris Wheel.jpg|The Ferris wheel seen with console commands.
BioI Battleship Bay Ferris Wheel Earnest Eagle Icon.png|A close-up of the Earnest Eagle icon.
====Arcade====
The game files features an additional Arcade sign which was not seen in the final version of the game. The sign contains "The Arcade" banner that was used in-game, but with an additional circular green backdrop, advertising the Arcade's amenities.
====Hall of Heroes====
In the early development stages of BioShock Infinite, the Hall of Heroes was a Tunnel of Love ride.Murray Kraft's Portfolio
The loading screen for the Hall of Heroes features a statue of Booker DeWitt, Zachary Hale Comstock, and Cornelius Slate which was not seen in the final version of the game. In addition to this, various cutouts featuring all three of the men were also unused.
8-HoH.png|The unused statue, seen in the loading screen.
Statue HoH BookerHead.png|The head of the removed Booker statue.
BioI Unused Comstock, DeWitt & Slate Hall of Heroes Cutouts.png|Three unused individual cutouts of Comstock, DeWitt and Slate. Note that Booker and Slate are using semi-automatic pistols which hadn't been invented yet.
BioI Unused Comstock, DeWitt & Slate Hall of Heroes Cutout.png|An unused assembly cutout.
BioI Unused Comstock & Slate Hall of Heroes Cutout.png|Comstock and Slate on a pile of bodies.
Concept artist Jorge Lacera provided concept art for two animatronics that were most likely intended for the Hall of Heroes (or potentially one of the carnival games at the Fairgrounds), but were not implemented into the game. Both are stereotypical portrayals of China and the Russian Empire in anthropomorphic animal forms. The first one depicts a rodent dressed as a "Yellow Peril", with the appearance of a Qing Dynasty-era Chinese man. The second depicts a bear wearing a Russian military coat and an ushanka with an eagle badge. The bear is the national symbol for RussiaRussian Bear on Wikipedia and the eagle is depicted on the Russian coat of arms.Coat of arms of Russia on Wikipedia
At one point later in development there were supposed to be two different "mini-bosses" with unique designs in the Hall of Heroes. One of these were Chinese-themed while the other Native American-themed. Concept art for one of Slate's soldiers show one of them wearing a mask very similar to the one used by the cut Native American-themed mini-boss. The Chinese-themed mini-boss would carry a rather stylized Chinese sword while another wore a Native American-styled mask. A hatchet was also supposed to be used, but it unknown if the Native American-themed mini-boss was the only one to wield it or other of Slate's troops used it as well. It is unknown what enemy type the mini-bosses were, but the "Heavy Hitter" Crow seems possible, as they use melee weapons. In the final game a Crow and Fireman can be found in the Hall of Heroes as mini-bosses, but they do not have unique weapons. The sword and the hatchet models were used in the final game for blocking the doors in the Boxer Rebellion and Wounded Knee exhibits during the battles against Slate's Soldiers. The sword can also be seen in the Hall of Heroes Memorial Gift Shop as a souvenir. The Native American mask was used as a decorative prop in-game. The "Oriental" mask was used as a prop in the Manta Ray Lounge in Burial at Sea - Episode 2.
GjDAe2r.jpg|Concept Art by Robb Waters for Slate's Soldiers showing the masks used by the mini-bosses.
Mini Boss Oriental Mask 1.png|The mask for the Chinese-themed mini-boss. 
Mini Boss Oriental Mask 2.png|
BSI Mini Boss Chinese Sword.png|A sword intended for use by a Chinese themed mini-boss in the Hall of Heroes.
Mini Boss Indian Mask 1.png|A Native American-themed mask to be used by a mini-boss among Slate's troops.
Mini Boss Indian Mask 2.png
Mini Boss Hatchet.png|A hatchet possibly intended for the cut Native American themed mini-boss.
===Emporia===
Emporia in the E3 2011 demo was vastly different from the final version. Originally mentioned in IGN, this location would have been the third level of the game, and the Columbia Mail, Major's Notions, Sundries and Novelties. As with the final version, the Emporia district was vandalized by the Vox Populi, as well as seeing Citizens being tortured and executed, along the way towards Comstock House.
Aside from removed content, some scripted scenes and areas were altered and moved into other parts of the game: a store resembling Major's Notions, Sundries and Novelties was moved into Battleship Bay and Soldier's Field, as with its scripted Songbird scene moved to the final part of the Grand Central Depot. The scene with Elizabeth resurrecting a dying horse was removed, and the Tear that lead to an alternate 1983 was moved to Monument Tower. A similar scene featuring Daisy Fitzroy projecting herself in the demo was altered for Shantytown, only shown on the side of The First Lady instead of a red curtain on a building. Although the saved dentist that pulled a Vox's teeth was removed, a similar scene is featured when arriving in Memorial Gardens before passing by the gate of Comstock House, where two Vox members are grave-robbing a corpse for gold teeth fillings. The battle with a Vox Security Zeppelin (and its alarm) was altered, only replaced with a similar version moved toward the Factory in Finkton.
====Columbia Post Office====
====Dental Office====
The BioShock Infinite E3 2011 gameplay demo, promotional screenshots, and concept art shows the dental office of Dr. Whyte, which was intended to appear in this level, but was ultimately removed. The business advertised cleanliness and a painless experience. The demo showed a scene where the dentist would be thrown out through the window of the business and then further harassed by a Vox Populi agent. Textures for various unused dental signs still exist in the game files, one of which mentions a dentist named Dr. Parker, who was not referred to in the game.
BioInf Unused Dental Signs.jpg|Texture files for unused signs.
====The Great Cantone====
The Great Cantone was the owner of a barbershop in Columbia. The idea behind the business appears to be based around the popular image of the singing barber such as Rossini's The Barber of Seville. The shop would have featured fully-automated machines that offered quick, close, and quality trims. Other than what's shown in the concept art by Ben Lo, no other information is available for this business.
===Finkton===
====Beggar's Wharf====
The game files for Booker chasing Elizabeth in Pier 21 contain a banner reading "Happy Birthday Janey!" which was not used in-game. The banner was likely meant for the "balloon Tear" which Elizabeth brings in in order to slow Booker down.
====Good Time Club====
Before the Good Time Club got its name, the simple title the "Fink Theater" stood in as a place holder in concept art. The structure also had a more elaborate marquee and advertisements; in particular, it featured a prominent display for a singer named "Rosie Rickford".
====Shantytown====
Interestingly enough, Shantytown was cut not long after a VGA trailer of BioShock Infinite, showing that level off. The reason this level was cut is unknown. Even more mysterious, after one particular developer left due to Shantytown not being included, it was finally included in the finalized game.
Early iterations of Shantytown were headed by art director Nate Wells, drawing inspiration from the slums of Jamaica and Key West. "All of the housing was wooden and colorful, as if painted by the residents to make the depressed quarters more livable. And each bright shack was stacked atop the next, climbing into the sky like an anthill, with the skyline piercing through it."
However, creative director Ken Levine argued that "It looked like the residents lived in garbage. It needed to be beautiful, because Columbia was designed so that even the poor lived beautifully."Ken Levine and the Infinite Idaho on Polygon
Shantytown concept art 2.jpeg|Early iteration of Shantytown. 
Shantytown concept art 1.jpeg|Another early iteration of Shantytown. 
BioI Pre-Launch Fink Level.jpg|Early mockup for a level in Finkton, possibly Shantytown, referred to as "Fink Level" by Calen Brait.
Originally, there were more beggars and dying people lying on the streets. Some of these people would actually grab Elizabeth and plead for money. Dead people could be found where Elizabeth would give them flowers, putting them in a peaceful position. This is still seen in the main game in some portions of Emporia.Creating BioShock Infinite's Elizabeth with Shawn Robertson, Chapter: Smart Terrain: Flower Bush Test on GDC Vault
The game files for the "Path to Shantytown" area feature an unused sign. The sign is a defaced version of the "Eyes Forward" Fink Manufacturing sign seen in this area, vandalized by the Vox Populi, meant to be seen in "The Third Columbia". The sign uses the base of an early version of the poster and was likely left unused as the "Eyes Forward" poster was changed in the "The Third Columbia" to the "DeWitt! Martyr of the Revolution" poster.
The Graveyard Shift was originally named Bourbon Street, which is evident by the Graveyard Shift's sign's filename, BourbonStreetSign, and by a pre-launch image of Shantytown.
Pre-Launch Shantytown 2.jpg|A pre-launch image of Shantytown, featuring Bourbon Street in the background.
====Factory====
Concept art by Ben Lo shows different areas of the Factory in Finkton. While they clearly contributed greatly to the look and feel of the level, many of them portray locations that are not seen in the final game.
FinkClock121211.png|A "clock" from the pre-release version of Finkton.
Ben Lo 07b.jpg|A walkway in Finkton showing an early version of one of Fink's propaganda billboards.
Ben Lo 08b.jpg|A building study.
Ben Lo 24b.jpg|Concept showing how homes are mass produced for the rest of Columbia.
Original-2.jpg|Suspended buildings and structures in Finkton.
Ben Lo 18b.jpg|A foundry that looks to be creating an oversized statue of Jeremiah Fink.
Bioshock Infinite Concept Art Ben Lo 20b.jpg|The office of the Factory's foreman.
FactoryINT2 32.jpg|Concept art for a woodworking factory somewhere in Finkton.
Later in development, rough level designs where created. Many of these early level designs would not make it into the final game. 
Sinc finktowercomp.jpg|A massive tower factory used to mass produce homes on a assembly line.
Sinc infinitewhitebox.jpg|The development of an unused area in Finkton with notes on the design process.
BSI-fact-foundry-exterior.jpg|An unused foundry area of the Factory.
BSI-factory-artroom.jpg|An early take on the Factory. Note the American flags in the scene.
BSI-factory-artroom-2.jpg|A early version of the Factory.
====Mad Toy Maker's Shop====
One level cut from the game was the Mad Toy Maker's Shop. This level was possibly going to be in or near Emporia and would have pitted Booker and Elizabeth against a madman who created automatons for Columbia. Originally the Toy Maker and his shop were to be of some importance in the game given the amount of concept created by Robb Waters for the Mad Toymaker's Toys, but the Art Nouveau style level was eventually cut. It's possible that some of the concept was retained and became Toy Soldiers though there is no definitive proof of this.
BioI Early Toy Shop Concept.jpg|An early version of the Toy Store with a more Art Nouveau style. By Chad King.
MadToyMakersShop.jpg|Concept art for the Mad Toy Maker's Shop. By Jorge Lacera.
===Comstock House===
====Where We Learn====
Several needlepoint samplers can be found hanging on the walls in the Where We Learn facility of Comstock House during the game. Two additional samplers were made but not added into the finalized game and can be found in BioShock Infinite's game files.
Cross-stitch Rejoice Because the False Shepherd has Fled.png|Rejoice Because the False Shepherd Has Fled!
Cross-stitch What We Have to Offer If Not Our Service and Our Silence.png|What Have We to Offer If Not Our Service and Our Silence?
===F-15 Fighter Jet "Fly-By"===
At one point at least one F-15 fighter would do a "fly-by" the player at high speed. According to Jeremy H. Brown, who modeled the aircraft: "I created this simple jet model was for a quick fly-by in BioShock Infinite. Since it was only seen briefly it didn't need to be highly detailed".BioShock Infinite - Low-Poly F15 Jet Jeremy H. Brown On ArtStation It is unknown when the F-15 fly-by was supposed to occur or why it was removed, but it is possible that it would have happened during the attack on New York City scene in the Comstock House level. 
F15-screen01.jpg
F15-screen02.jpg
===Sea of Doors===
The endgame which takes place in Sea of Doors, a place connecting all realities, was to feature more "lighthouses" (a representation of the doors to other realities) other than Rapture's and Columbia's. Those places, respectively named by files Arctic Lighthouse, Desert Lighthouse and Space Lighthouse, were an observatory, an Arabic-looking tower, and a space station looking very similar to Citadel Station from System Shock, a game whose sequel was also developed by Irrational Games. If one manages to access the Space Lighthouse in the game and approaches it, they will find a small entrance containing a Columbian citizen model. Only untextured models can be found within the game's files, though the observatory can be still found outside the playable area of the Sea of Doors, on some snowy mountains, with a stone staircase and a wooden bridge between the peaks. The building's door can be opened as a scripted event, and doing so will start playing snow storm effects, and falling down through the map.
Artic lighthouse.jpg|The observatory model.
Desert lighthouse.jpg|The tower model.
Space lighthouse.jpg|The space station.
Space lighthouse 2.jpg|A comparison in size of the space station model.
Bioshockspace3.jpg|The mountains with the wooden bridge and observatory.
Bioshockspace2.jpg|A closer look at the observatory.
Bioshockspace1.jpg|The snow covered path to the observatory.
Bioshock Infinite Cut Area|A video of the cut area inside the map of the Sea of Doors.
Unused Sea of Doors Desert Lighthouse.jpg|The desert lighthouse found in the game.
File:BioShock Infinite Cut Area - Desert Lighthouse|A video of the cut Desert Lighthouse from the Sea of Doors level.
Unused Sea of Doors Space Lighthouse.jpg|The space lighthouse found in the game.
File:BioShock Infinite Space Lighthouse-Citadel Station|A video of the cut Space Lighthouse from the Sea of Doors level.
===Unknown Level or Levels===
The following are screenshots of area or areas that were not seen in BioShock Infinite. A few of the images could be from an early version of Emporia, but some or all of these images could be from canceled Spec-Ops multiplayer missions.
Emp May 03.jpg|An early version of Emporia.
Emp May 021.jpg|Emporia early in development, possibly for multiplayer.
May 01 A.jpg
May 01 B.jpg
May 01 C.jpg
May 01 D.jpg
Rooftop June 01.jpg
Terminal Building 14.jpg|The lobby area of a terminal or hotel.
Terminal Building 15.jpg|Another area of a terminal building or hotel.
Terminal Building 16.jpg|A waiting area.
Terminal Building 17.jpg|An exterior shot of a building, statue and Police Station at night. 
Early Level 18.jpg|Early level designs showing a different style for Columbia.
Terminal Building 19.jpg|A large apartment building. Note the American flags on the roof and the style of the building is similar to what was common in New York City at the time.
Terminal Building 20.jpg|Close-up of the structure in front of the apartment building.
Terminal Building 21.jpg|The street in front of the apartment building. The signs of damage hint this may be in Emporia.
Pre-Launch Columbia Building Balloon.jpg|A "beauty shot" of a pre-launch Columbia building. Note the large balloons that support it.
===Scene with fields of crops===
In a post on Ken Levine's Twitter Account, Ken Levine mentions that at one point there was a scene that showed fields of crops to feed the population of Columbia.Ken Levine on Twitter 
===Test Buildings and Levels===
While BioShock Infinite was in development there was testing done for levels and the buildings in those levels. Not only was the style of the architecture being tested, but also methods of procedurally creating buildings that would free up the level designers from having to construct each building by hand. These tests and experimental levels were never really intended to appear in the game, but give a look at how the city of Columbia was developed and what it looked like earlier in development.
Test Building 01.jpg|A early procedural building test.
Test Building 02.jpg
Zeppelin interior 03.jpg|A test map showing the interior of a large zeppelin.
Zeppelin interior 04.jpg
Background building tests 05.jpg|Tests for different styles and types of background buildings.
Background building tests 06.jpg
Background building tests 07.jpg
Procedural Building Test 01.jpg|A procedural building test for brick worker homes.
Procedural Building Test 07.jpg|A test street lined with procedural constructed brick buildings.
Procedural Building Test 08.jpg
Procedural Building Test 09.jpg
Procedural Building Test 10.jpg|A large test area for procedural buildings.
===Check Point Place Holder Images===
Fairly far into development BioShock Infinite had a larger number of Check Point locations than in the final version. In the game's files there are a series of Place Holder images for all these Check Points as well as other Check Points for locations not seen in the final game. It's not to hard to match some of these up to Check Points in the final game, but others refer to cut material and possibly even whole cut areas. Two of these cut Check Points are for the battle with Cornelius Slate, "Chase Slate" and "Defeated Slate" respectively. 
One Check Point named "Nursery" does have files associated with it in game, but the area these files are used in is the Surgery area of Comstock House where Elizabeth is about have a device implanted in her before being saved by Booker. This points to either a rather unusual naming convention for some things or that some areas changed greatly during development. Check Points that are not clearly associated with known areas are "Activate Sky Lines", "Civic", "Dollar Bill", "Escape The Sky Lines", "In the Attic" and "Wonders of Flight". The Check Points listed as "Hub" and the four different "hub ambushes" might be a reference to Plaza of Zeal in Finkton Proper as the player passes through the area a number of times, but this cannot be proven.
Some of the text on the place holder text on the images does not match that of the file name. The first "Emporia" Check Point is supposed to be for "Comstock House", while the second “Hub Ambush 3" is supposed to be "Hub Ambush 4".
==Businesses==
===Anderson Brown Co. & Schoeller Sussman Company===
The 2010 Game Informer Magazine October covers featured official art and advertisements for the game.October Cover Revealed: BioShock Infinite on Game Informer All advertisements, although slightly altered, were used in-game, except for one: The poster advertisement for O'er of the Skies of Fair Columbia, which was a single described as "A Patriotic Aire", written by Horace H. Fielder and composed by Ian Harris Clark, two characters that were also removed. The single was published by the publishing company Anderson Brown Co. and was produced under the Schoeller Sussman Company, which was located on Avenue of the Founders, 14 and had exclusive distribution.
===Anderson's===
Anderson's was a brand seen in the BioShock Infinite E3 2011 gameplay demo (at 7:50) on a trolley near the Columbia Post Office.BioShock Infinite E3 2011 Gameplay Demo on YouTube Its yellow sign shows an icon depicting two cleavers, which indicates that the brand was a producer of cutlery or a butcher. The business never appears in-game, but the cleaver icon is reused on boxes labeled "fine cutlery", which can be seen throughout the final game.
===Baker===
Baker was a business in Columbia, seen on a parallelogram-shaped sign in the BioShock Infinite E3 2011 gameplay demo (at 0:45). It appeared in Major's Notions, Sundries and Novelties, along with a similar Lax brand sign. As no clear image of the sign exists, it is not known what the brand produced. However, what can be made out from the sign reveals that it was "fast acting", indicating some kind of medicine or adhesive.
The Baker sign can be seen on one of the Columbia models used in the skyboxes and the diorama in the Soldier's Field Welcome Center, but it doesn't make any canon appearance, as the models were reused from an early version of the game.
BioI Columbia Building Prop Model Business Facade.png|Baker seen in-game.
===Brait's===
Brait's is a business which signs can be seen in a pre-launch image. Brait's produced an anti-delirium product that was on sale at different locations around Columbia.
The business name is a reference to Calen Brait, the Lead Asset Modeler for BioShock Infinite.
Harper's Grocery Demo Prototype 1.jpg|Brait's seen among the signs.
Braits Sign.png|Brait's signage from the game files.
===Evan's===
Evan's was a business which sign is seen on a trolley in the BioShock Infinite E3 2011 gameplay demo (7:57), but didn't make the cut. What sort of business Evan's was is unknown as no clear footage exists of the sign. The sign is white and features an icon of a man's head.
===Fanciful Fashion===
Fanciful Fashion was a clothing store/fashion designer in Columbia. Its advertising poster was first seen in the BioShock Infinite E3 2011 gameplay demo (at 11:13 and 15:02), where it is displayed on billboards. In the final version of BioShock Infinite, the Fanciful Fashion advertisement is seen in the game's main menu on a wagon, serving as the "Load Chapter" menu. The poster doesn't appear anywhere in the actual story-driven game itself, making its status semi-canon/cut.
===First Lady Brand Cigarettes===
The BioShock Infinite premiere trailer (at 1:18)BioShock Infinite Premiere Trailer on YouTube and the 2010 Gamescon BioShock Infinite 10 minute dameplay demo (at 5:34 and 7:00) features advertisements for First Lady Brand cigarettes. The slogan was "Riff-raff smoke any old cigarettes …YOU smoke First Lady." The advertisement still exist in the game files for the Monument Island level, but it is never seen in-game.
===Green's Dark Chocolate===
Brown's Dark Chocolate, which signs can be seen in various locations in-game, was originally named Green's Dark Chocolate.
===Hadleys===
Hadleys was a business in Columbia, nothing is known about it except for the signs seen in the 2010 Gamescon BioShock Infinite 10 minute gameplay demo (at 2:07 and 6:56). Notably, the first time the sign is seen the "H" is covered up by some architecture.
===Harper's Grocery===
===Lax===
Lax was a brand in Columbia that appeared in the BioShock Infinite E3 2011 gameplay demo (at 0:45), seen on signs in the shape of a parallelogram. Lax can be briefly seen in Major's Notions, Sundries and Novelties, by a sign for the Baker brand. The signs that are visible in the trailer are too out of focus for the text on the Lax sign to be identified, so what kind of business Lax was is unknown.
The Lax sign actually makes a non-canon appears in the game, seen on the diorama in the Soldier's Field Welcome Center and the Columbia models used in the skyboxes. The models were reused from an early version of the game.
BioI Columbia Building Prop Model Business Facade.png|Lax seen in-demo.
===McNulty's===
McNulty's was a design business in Columbia which was seen in concept art and pre-launch footage, but not in-game. Based on concept art by Ben Lo for the 2010 Gamescon BioShock Infinite 10 minute gameplay demo, McNulty's was originally going to be a shoe repair business, as a sign for McNulty's is seen reading "Shoe Repair". The sign that was used in the final version of the 2010 Gamescon BioShock Infinite 10 minute gameplay demo (at 2:07) reads "We cloth the people - We furnish the home", showing that it was developed into a design company.
McNulty's is also a reference to developer Jamie McNulty, who worked on the game and the BioShock Infinite E3 2011 gameplay demo.
Ben Lo 11b.jpg|Concept art by Ben Lo. McNulty's is seen to the right between the banner and the carriage.
Harper's Grocery Demo Prototype 3.jpg|James McNulty's development image and the finished BioShock Infinite E3 2011 gameplay demo. McNulty's is seen by the treetop.
===Michael's===
Michael's World's Finest Haberdashery was a business that provided the finest men's clothes in Columbia. Or that is what it claims. The company's name can be seen on an unused menu that was possibly intended for Spec Ops.
===Murreys Shoes===
Murreys Shoes was a shoe store located somewhere in the city. It was briefly seen in the 2010 Gamescon BioShock Infinite 10 minute gameplay demo (at 5:26 and 6:43).
===Parke's===
Parke's was a company in Columbia which sign could be momentarily seen in the BioShock Infinite E3 2011 gameplay demo (at 1:02), but was ultimately removed from the game. What the company made is unknown, as no clear image exists of the sign, but it was sold for $29.75.
===Royal Matches===
Royal Matches was a match producer in Columbia, which did not make the cut. A poster and a sign were developed for the game which were seen in pre-launch content, like the BioShock Infinite E3 2011 gameplay demo (at 12:08 and 15:01) and Beta footage of Battleship Bay (at 1:20),Bioshock Infinite Early Boardwalk/Battleship Bay Video and was also used in concept art. The slogan was "Friction Lucifer".
The Royal Matches sign was seen in the Columbia stage in PlayStation All-Stars: Battle Royale.
E32011Songbird7.png|The Royal Matches sign seen above the Songbird.
Laura-zimmermann-davila-boardwalkset.jpg|The Royal Matches poster used in the concept in the top right, by Laura Zimmermann.
===Sinclair Cigars===
Sinclair Cigars was a tobacco store located somewhere in Columbia. Signs for the business were seen in the 2010 Gamescon BioShock Infinite 10 minute gameplay demo (at 1:16 and 2:09) but doesn't appear anywhere in the final game. Sinclair Cigars is a reference to Scott Sinclair, the previous art director at Irrational Games who worked on BioShock. The same reference was also made with the Sinclair Spirits business in BioShock.
===Thomas's Whisky===
Mathew's Whisky was originally named Thomas's Whisky, which can be seen in the BioShock Infinite E3 2011 gameplay demo (at 9:35).
===Thomas R°===
Thomas R° was a company that was removed from the game. Nothing is known about the business as the only evidence of its existence is a white sign which only displays the business' name. It is seen on a trolley in the BioShock Infinite E3 2011 gameplay demo (at 7:48 and 7:57).
The Thomas R° sign does appear in the game but in a non-canon way. It is seen on the diorama in the Soldier's Field Welcome Center and the Columbia models used in the skyboxes. The models were reused from an early version of the game.
BioI Columbia Building Prop Model Business Facade.png|Thomas R° seen in-game.
===Zimkin Realty Co.===
Signs for Zimkin Realty Co. have been seen in pre-launch images, but not in-game. What kind of business Zimkin Realty Co was is unknown, as the sign provides no further information. It was first seen in a very early version of Columbia, during the Art Nouveau phase, and later in the cut multiplayer version of Emporia.
Goulden Gavin Change Is Good.jpg|The sign seen on the building to the left.
Emporia concept art.jpeg|Part of the sign seen on the building to the left.
==Multiplayer==
Several sources confirm that BioShock Infinite would have had two different multiplayer co-op modes. It was hoped that players would continue to play these modes after they were done with the single player portion of the game.A look inside BioShock Infinite’s troubled development Polygon The first of these was called Boarder Patrol and was a tower defense style game where two players worked together to defend an area against racist political cartoon style enemies. The background for the game was that Boarder Patrol was actually a game for children of Columbia and was used to help indoctrinate children into holding racist beliefs. This mode is stated to "have never worked" and development was canceled early on.
==Mechanics and Gameplay Elements==
===1999 Mode Game Mechanics===
When 1999 Mode was announced it was originally stated that the player would have to make choices at the beginning of the game and that these choices would carry through the rest of the game.https://kotaku.com/5878338/average-gamers-are-going-to-hate-bioshock-infinites-1999-mode Game filesUserInterface.INT INT_File_Excerpts show that the player would have to choose a class and this class could not be changed. If you chose the wrong class, you were stuck with it. These classes would likely limit what at the Gear the player could use and it's possible that the weapon selection could be limited in some way as well. The classes that could be chosen from were Melee, Mobility, Soldier, Tank and Vigor. Game files also indicate that an experience system was to be used with a message saying "CONGRATULATIONS YOU'VE LEVELED UP!" for the GUI. This experience system would seem to indicate that as skill system in place and that skill points would have to allocated to be able to use weapons or at least improve the player's skill with the weapon. What kind of improvements are not known. There is the possibility that these classes would also be used for the cut Spec-Op's multiplayer mode.
Ken Levine is quoted as saying that "This mode is not going to feel like BioShock".https://kotaku.com/5878338/average-gamers-are-going-to-hate-bioshock-infinites-1999-mode The descriptions makes 1999 Mode sound similar to that of the System Shock series which the BioShock series is a spiritual successor of. There was never an explanation given on why some aspects of 1999 Mode were removed.
===Mendelssohn Kinematic Couture===
The Mendelssohn Kinematic Couture were supposedly meant to be used in the same way as Rapture's Gene Bank, but the idea got scrapped later in development for unknown reasons. However, the vending machine itself is still seen in-game, often in shambles with a single piece of Gear by its side. Files in the game reveal voice clips meant for the store usage, as well as menus allowing Gear options for switching. This implies that you could buy Gear rather than finding it scattered around Columbia.
===Old GUI Designs===
This blog post shows some early designs for the GUI (graphical user interface) for various features. One is for an early HUD design, another is a rough draft for a loadout screen, while the last one is for a GUI for Mendelssohn Kinematic Couture, a Gear store (see above), that was removed from the final game.
Oldhud bsi.jpg|Old design for the HUD.
BioshockInfinite HUDTreatment1.jpg|Another unused HUD design that is similar to the final version.
BioshockInfinite AudioLogs.png|An early version of the user interface menu.
BioshockInfinite Menu1.png|Spec Ops lobby screen.
Loadoutscreencut bsi.jpg|Design for a loadout screen.
BioshockInfinite Menu3.png|Loadout screen for Spec Ops.
BioshockInfinite Menu2.png|Vigor loadout screen for Spec Ops.
BioshockInfinite PopUPTreatment.jpg|Pop up stating that the player has gained experience points. 
Gearshopcut bsi.jpg|Cut Mendelssohn Kinematic Couture interface.
BioshockInfinite MinutemanLibrary.png|Early version of the Minuteman's Armory purchase screen.
BioshockInfinite Menu.png|Prototype vending machine menu likely for Gear.
Sinc infiniteloadcomp.jpg|An early more stylized version of the Loading Screen.
===Forearmed Is Forewarned===
Before the Minuteman's Armory was finalized, the weapon upgrade store was originally named "Forearmed Is Forewarned" and had a very different design. Before the name "Forearmed Is Forewarned" was chosen, the machine was named "Power to the People" after Rapture's version of the weapon upgrade machine.
MinutemanArmoryPttPConcept.jpg|Concept art, by Chris Chaproniere.
BioI Unused Forearmed Is Forewarned Machine.png|Unused model, by Mauricio Tejerina.
===Salts Machine===
The Salts Machine was originally green instead of the blue seen in-game. The Salts bottle was also green.
!salts vender.jpg|Concept art showing the green version, by Robb Waters.
BioI Early Salts Machine Model.png|The model for the green version, by Mauricio Tejerina.
===Micro Tears===
There are references in the games files, specifically the XGame.ini file, to a "MicroTearIntro". While there is no description, it could be a reference to how Elizabeth finds supplies for Booker. From at least one video made during development Elizabeth would open a small Tear, reach through it and grab something small like ammunition or Salts from an alternate reality to give to Booker. While the mechanic was kept, the player would not actually see Elizabeth open the Tear. 
===Sky-Lines===
In the 2010 gameplay demo, the Sky-Lines appeared more mechanical, with moving chains which pulled Sky-Hooks and the trains around. In the final game, the hook seems to propel itself along the rail. Also in the 2010 and 2011 demos, Sky-Lines allowed combat over much greater distances. The moving cars also originally moved towards the player while on the Sky-Line. This forced the player to either get off or change course, making gameplay more interesting.
===Sky-Hook===
Originally, the Sky-Hook appeared smaller, and deployed from the sleeve. This early version was seen in the 2010 demo and in The Art of BioShock Infinite. A later version of the Sky-Hook, which become the basis for the one seen in game, would have the hook extend via a long retracting arm,'BioShock Infinite' E3 Gameplay Demo on YouTube capable of killing enemies in a number of gruesome ways such as beheading and disembowelling.
===Vigor and Weapon Upgrade Kits===
At some point in development Vigor and Weapon Upgrades would be done with kits that could be found in different locations in the game. There is no information on how the Upgrade Kits worked, but it seems likely that each Upgrade Kit could be used only a single time similar to the Power to the People machines in BioShock. It is unknown if a kit could only upgrade a specific Vigor/Weapon as seen in Burial at Sea - Episode 2 or could upgrade any Vigor or weapon. It is possible that the Vigor and weapon Upgrade Kits existed simultaneously with the Veni! Vidi! Vigor! and Minuteman's Armory Vending Machines with the player being able to use both the Kits and Vending Machines. The weapon upgrade animation for the Minuteman's Armory uses similar design elements as the cut Upgrade Kit. The models for both types of Upgrade Kits can be found in BioShock Infinite's game files, but lack the skin texture files. The Vigor Upgrade Kit appears in Burial at Sea - Episode 2 and the skin for the Weapon Upgrade kit is also in the game's files and is used in-game, but not on the Weapon Upgrade kit model. 
Vigor Upgrade Kit.png|The Vigor Upgrade Kit as seen in Burial at Sea - Episode 2. The model and skin use the same model and skin intended to be used in the main game and use the original file names.
Weapon Upgrade Kit.png|Model for the cut Weapon Upgrade Kit.
Weapon Ugrade Kit Skin .png|Unused skin of the Weapon Upgrade Kit.
===Jet Pack===
Concept art shows that at one point a Jet Pack was considered for use by the player. There is little information on the Jet Pack, but it seems likely that it was dropped in favor of the players using Sky-Lines and the Sky-Hook. 
==="Jump Shoes"===
The "Jump Shoes" are a piece of equipment that allows the player the make jumps of great height and distance. To propel the wearer upward the shoes deployed scissor arms which launched the user from whatever platform they stood on. These arms retracted before landing. This rather steampunk concept was cut very early in development, possibly in favor of the Sky-Hook.
===Hacking===
For a long time in development it was possible for the vending machines and possibly turrets in Columbia to be hacked by the player. To hack something Booker would use a device held in his left hand. This device possessed three buttons and what appears to be a readout with three different needles which would activated individually by the player.Information found in the "Xinput.ini" game file The player would have to keep the device pointed at the target while the hack was taking place and upon a successful hack, the target would be struck by something that resembled electricity generated by the hacking device. The exact mechanics of the hacking are unknown, but the game does not pause and a successful hack seems to be based on activation of each of the three needles. The concept was still being considered fairly late in development as a number of different files referencing hacking, a model for the hacking device and some animations had been created. There are also two unused sound files where Elizabeth congratulates Booker on a successful hack.vo_elizabeth_commentary_statHackingSuccess_1951.ogg, vo_elizabeth_commentary_statHackingSuccess_1952.ogg Games files indicate that there was an autohack tool that could be carried by the player in limited numbers. It seems this tool could be purchased from Vending Machines.XCore.XUIUtils INT File Excerpts Why hacking was dropped is unknown, but the Possession Vigor's ability to "possess" vending machines and Turrets (temporarily) is a likely reason. The ability to hack some machines through Lockpicking was later included in Burial at Sea - Episode 2.
===Function of Tears===
Many early trailers showed large, different Tears, and implied they would be used more often and in different ways. In the final game, many of these functions were removed and the Tears have a smaller overall role. Originally, utilizing these tears meant causing harm to Elizabeth, creating a nosebleed on her part, or making her so exhausted she can barely walk. This was going to affect your overall relationship with Elizabeth and change the ending. This was scrapped in the end, though the nosebleed aspect would still be present in the main game and Burial at Sea but this the result of two or more sets of contradictory memories in the human mind at the same time.
===Tear Ether===
Unlike in the final game, Elizabeth's ability to use Tears needed to be powered by something called Tear Ether. While Booker would not be able to find this resource Elizabeth would gain automatically it while preforming such actions as resting or investigating something. This means that Elizabeth would have a limit on how many Tears she would be able to open before needing some down time to recover.Found in the files of the leaked 2012 Beta build of BioShock Infinite.
===Medical Kit===
Game files Information found in the "XUserOptions.ini" game file have mapped controls for using a Medical Kit. This would point to the player being able to pick up at least one Medical Kit (listed as "Use Health Pack" in the game files) in their inventory. It seems likely that that being able to carry Medical Kits was cut when Elizabeth was given the ability to give the player supplies. 
===Tear Gameplay Mechanics===
As Ken Levine explained in several interviews, you would have a choice of three tears, and you could only choose one. You would have to stick with this choice until Elizabeth's power refreshed. During development the concept of Elizabeth closing Tears was explored.BioshockInfinite VFXREEL on YouTube It is possible that Elizabeth by closing a Tear she would gain power and be able to open another Tear more quickly. This changed the concept of Elizabeth hurting herself when she opened Tears and restricting the players' choices, making gameplay much more intense. As the game developed, Elizabeth would have gained more power and allow the player to choose two tears out of five choices in one battle scenario. In the final version of BioShock Infinite, Tears came with an unlimited usage, being able to bring in whatever you wanted at any given time. At one time in production Elizabeth could summon additional objects through Tears to help Booker in combat. They were "allies"vo_player_instantiate_allies_1584.ogg, a group of people who would fight Booker's enemies, a Handymanvo_player_instantiate_handyman_1596.ogg and even a Zeppelinvo_player_instantiate_zeppelin_1615.ogg. Elizabeth could also dismiss or "deinstate" a Handyman vo_player_deinstantiate_handyman_1600.ogg. These more powerful combat helpers were likely removed when the number of enemies Booker could fight at one time was reduced from around a dozen to the six or so that it is now.
===Destructible Objects===
Fairly early in development the concept of having objects that could be destroyed was explored. The objects that were experimented with were chairs, barrels that held weapons and Columbia's Finest Ice wagons. 
===Weapons===
In early development of BioShock Infinite many different weapons were considered and then discarded for various reasons as development proceeded. One weapon concept that was not used was that weapon upgrades would alter the weapon's appearance as they did in BioShock and BioShock 2. This is seen in concept art for the Broadsider Pistol. This would seem to indicate that for at least some time in development the player would keep all the weapons they found throughout the game and not be limited to carrying only two at a time. 
BI Hand Canon Upgrade.jpg|The removed visual upgrade for the Hand Cannon.
====Art Nouveau Machine Gun====
A bulky machine gun was created sometime during the Art Nouveau phase of development. It can be seen at the start of the brief clip showing Gibson Girl Elizabeth distracting the player from a doll-like, cut enemy. This weapon can also be very briefly seen being carried by an enemy standing on a balcony in the BioShock Infinite Gamescom 2010 Gameplay Trailer. A rough LOD model and texture of this weapon still exists in the game files. It is possible a high quality texture may also exist in the game files.
Old MG Side.png|Side view of the cut Art Nouveau machine gun.
Old MG Top.png|Top view of the cut Art Nouveau machine gun.
====Crossbow with Acid Bolts====
Given the name of this weapon, it seems that it would be the Columbia version of the Crossbow from BioShock. It is unknown if the acid from the bolt would cause damage over time, do enhanced damage against certain types of enemies or have any special abilities at all.XCore.XWeapon INT File Excerpts
====Hematoma Needle====
There is no information on this removed weapon other than the name. A hematoma is a release of blood under the skin. A Hematoma Needle is a medical tool that is used to draw blood from a hematoma. Given that the Hematoma Needle is supposed to be a weapon, that suggests that this weapon impacts a target and causes damage over time due to bleeding.XCore.XWeapon INT File Excerpts 
====Melee Weapons====
As seen in both the BioShock Infinite Early Gameplay Demonstration and BioShock Infinite E3 2011 Gameplay Demo enemies had a variety of different melee weapons that they used. Even in the BioShock Infinite early gameplay demonstration Booker used a Socket Wrench as his melee weapon as did some of his enemies. While not used in BioShock Infinite the texture files are still in the game and many are used in Burial at Sea by Early Splicers. These weapons are the Socket Wrench, Pipe, Rebar, Ratchet, Tap (Pipe) and Bat. The Bat does appear in the game as a prop and used by Rosalind Lutece while playing baseball with her brother Robert Lutece, but not as a weapon used by an enemy. In general these weapons tend to be ad hoc like those used by the Splicers in Rapture. These alternate melee weapons seem to planned to be used in game until late in development. There are several other unused melee weapons such as a Chinese style sword and hatchet that are used by removed mini-bosses in the Hall of Heroes. 
Wrench Close Up.png|Close up of the Socket Wrench.
Wrench Ready.png|The Wrench at the ready.
Sky-Lines View.jpg|A Columbian citizen carrying a large socket wrench in his right hand partially hidden behind his right leg.
Founders2.jpg|A Founder on the right hand side carries an oversized version of the Socket Wrench.
Socket Wrench.jpg|The unused model and skin for the Socket Wrench.
Cut Socket Wrench.png|A high quality render of the Socket Wrench. Note the name "Tejerina" on the side, likely a reference to "Mauricio Tejerina" a longtime Irrational concept artist.
DemoMeleePipe.png|A damaged pipe that looks like it had been torn off something.
DemoMeleeRebar.png|A piece rebar turned into a weapon. 
Vox populi militants.png|Note that the Vox fighter on the left is using a piece of rebar as a melee weapon.
DemoMeleeRatchet.png|An oversized ratchet used as a weapon.
DemoMeleeTap.png|A section of pipe that looks similar to the pipes used by Splicers in BioShock and BioShock 2.
AI Melee Bat.png|The bloody bat.
BSI Mini Boss Chinese Sword.png|The cut mini-boss's Chinese sword.
Mini Boss Hatchet.png|Native American themed hatchet used by a removed mini-boss. 
====Mortar====
The mortar appears to be a heavy two-handed weapon that never got beyond the concept art stage. The mortar would be a weapon the player would carry around and spend a short time setting up before it could be used against enemies at long ranges. The player would have to choose the firing angle of the weapon to determine how far the rounds went, just as with modern real-life mortars. It is possible that this weapon is a predecessor to the Pig Flak Volley Gun/Hail Fire as their range is determined the same way. The mortar would have been an anachronistic weapon in Columbia as this style of mortar, the so-called "trench" mortar, was not invented until 1915 during the First World War. 
====Pistol====
A pistol based on the Mauser C96 was not the only pistol design considered for the first firearm Booker gets in the game. Early in development, a weapon based on the famous German Luger was also considered but ultimately dropped. Note the Vox style weapon upgrades on the Broadsider in the concept art.
====Sky-Line Pack Machine Gun====
The Sky-Line Pack Machine Gun is a weapon that looks very similar to the famous Maxim gun but seems to have been adapted to be carried on something called a Sky-Line Pack, of which little information is known. This weapon is smaller than a full-sized machine gun and it may have been dropped in favor of the larger and more iconic Gatling Gun.
===Vigors===
In early trailers for the game, Vigors appeared very similar to Plasmids. Vigors were also supposed to be able to work and combine with Elizabeth's powers; this functionality only appears in the E3 2010 debut demo.BioShock Infinite Early Gameplay Demonstration on YouTube A mostly removed concept with Vigors was that each Vigor type would have a limited number of "charges" instead of all Vigors drawing on the players Salt. This concept was retained for the use of the Bucking Bronco Vigor in the Cast Out the Devil carnival game and in a nearby Veni! Vidi! Vigor! where 4 Charges of the Vigor can be purchased for 375$. At this point in the game the player has no way of acquiring that much money and so cannot purchase the Vigor.
====Devil's Kiss====
At one point early in development, Devil's Kiss did not seem to possess the ability to be used for traps. Instead, when a "charged" attack was made, the player would release a large explosion of fire that affected the area around the player.VFXREEL This fire explosion attack was later given to the Fireman.
====Possession====
Possession's name was originally Mesmerize, with the now-cut slogan: "Irresistible charm in a discreet Vigor". The Vigor's inventor was credited [on an advertisement] to a person named Dalton (who was not mentioned in the final version of BioShock Infinite).Mesmerize Advertisement seen in the E3 Demo
For a part of production, Mesmerize had a much different look and possibly even a different effect on enemies than what Possession currently has. When the Vigor was active, Booker's hand would become covered with growing vines, leaves and light purple flowers. When used, the Vigor would create a compact purple cloud that would shoot out to hit the target. The target then had a purple ghost like female form and flower petals hovering about them. When used as a trap, a large flower is created in the trap location. If the trap is activated, the flower blooms releasing a cloud of purple gas that covers the area near the flower. It's possible that enemies that are "mesmerized" stop attacking the player and walk around aimlessly, rather than helping the player in combat.VFXREEL
====Return to Sender====
For some time in development Return to Sender would reflect attacks back in the direction of the attacker in addition to being able to absorb enemy fire. This seems to be an early version of the Return to Sender "shield" that protects Booker from damage when the Vigor is cast. It was unknown why the reflection mechanic was removed, but it's possible that it was considered to be too powerful.VFXREEL
====Shock Jockey====
The early form of Shock Jockey did not have crystals growing out of the user's hand. Instead, it looked very similar to the Electro Bolt Plasmid used in BioShock and BioShock 2. The Shock Jockey bottle originally had a different design, depicting the lightning-wielding Greek God Zeus. The model can be seen in the concept art bellow, the fourth bottle in the bottom row.
Qo2tLem3dpA.jpg|Concept art for the Shock Jockey bottle design.
====Telekinesis====
Like the previous installments, a Telekinesis Vigor was intended for the game. The Vigor can be seen in the E3 2010 debut demo, where Booker grabs the Murder of Crows Vigor from a distance and grabs a projectile in mid air. Concept art by Mauricio Tejerina shows some ideas for the Vigor bottle design, which was scrapped along with the Vigor itself.
====Undertow====
Originally, when using Undertow, Booker DeWitt's fingers would have turned into octopus-like tentacles, instead of the large suction cups seen in the final game.
====Vigor Icon====
There is an unused Vigor Icons in an older version of the Vigor icon File. The unused icons are of a different style than those used in the game resembling early versions of the icons both in style and color. It is possible that these are just placeholder icons. The icon looks very much like as if it was intended for the Insect Swarm Plasmid from BioShock and BioShock 2.
====Weapon Slave====
Weapon Slave was a Vigor which allowed Booker to possess an unused weapon and turn it into an ally. Booker would cast a ghostly figure which would take control of the weapon for a limited time. The original icon for the Vigor showed a gun restrained by a chain, which was developed into a skull and crossbones icon, but with guns instead of bones. This later became streamlined into the Gears Ghost Soldier and Ghost Posse (which both have icons similar to Weapon Slave's second icon and the ghostly figure idea was used for Possession. A Vigor bottle was made by Mauricio Tejerina, but was not used.
===Vigor and Nostrum Upgrade Images===
In the file named Atlas_Nostrum_Icons_0 there are unused images for the Vigor upgrades, but there are other images as well that are also unused and represent other upgrades, some for cut material. At the point of development these icon come from it would appear that there were still Nostrums in the game and Gear had not been added.
Atlas Nostrum Icons 0.png
The first icon on the left of the second row would appear to be for what would later become the Gear Fit as a Fiddle. The second icon from the left is a grappling hook catching the top of a balcony and is unknown, but it would seem to indicate climbing or some kind of vertical movement. The next icon is a parachute with what looks to be a jar below it. There is a small chance it could represent a cut Nostrum called Lost and Found where the loot from an enemy knocked off Columbia could be recovered, but it seems unlikely. The next icon clearly shows the blades of a Sky-Hook which seems to point to the possibility that melee damage with the Sky-Hook could be increased. The icon in the center of the bottom row shows a shoe being catapulted into the air by a spring. This would seem to be the upgrade icon for the Nostrum Spring-Heeled, Nostrum that would allow the player to fall a greater distance without taking damage.
===Health Battery===
The Health Battery served as an extra source of Health that would heal Booker over a period of time rather than the instant healing as given by Medical Kits. In some ways this is similar to the health regeneration seen in some multiplayer games, though the amount of health that could be gained would be limited to what was in the Battery. An Infusion seems to have been able to upgrade the amount of charge the Health Battery could hold. Batteries could be found around Columbia that would recharge Booker's Health Battery. The Health Battery mechanic does not seem to have been a total replacement for Medical Kits, but rather a additional method of healing.Found in the files of the leaked 2012 Beta build of BioShock Infinite.
===Respawn Tomb (Resurrecto)===
Resurrecto is an early respawning tomb that existed in a late Beta for BioShock Infinite. Similar to the Vita-Chamber, the concept for Resurrecto would have been able to bring the player back from the dead. Relating to the city's earlier patriotic concept, the stained glass art for the tomb features a more patriotic Columbia with the three symbols of the Sword, the Scroll, and the Key. In the final game, Booker DeWitt simply emerges from a Tear-like version of his office if he dies alone, or, if with Elizabeth, is revived by her. Although the concept was revised at a later stage of the game's story and development process, Resurrecto can still be found by extracting the model from the game's data files along with the sound effect for the door opening. The name of the sound file refers to it as a "vita-chamber".
===Stealth===
At some point in development, stealth mechanics were added to the game. This mechanic would allow Booker and Elizabeth to avoid combat by either staying out of view of enemies or not taking hostile actions such as shooting a weapon. The stealth game mechanic was not actually removed and appeared in a limited fashion in the Comstock House level involving the Boys of Silence. Outside of that level you can still sneak behind enemies or stay out of sight and they will not attack unless they are already in an actively hostile state or see Booker. To make an enemy enter a hostile state the enemies can hear gunfire, hear an alarm go off, see/hear a flare go off, see Booker or hear someone else call out they saw Booker. In many areas enemies will spawn in a hostile state and stealth will not work. You can sometimes attack enemies with the Sky-Hook and if killed on the first hit, it will not cause an alarm to be raised. While the stealth mechanic is still in the game, there is nothing to explain it or even inform the player a stealth option exists. The game design also makes using stealth extremely difficult, if not totally impossible in most situations. It is unknown why stealth was "removed" as a game mechanic, but it explains how it was added to the Burial at Sea DLC so quickly and in a rather advanced state, most of the work had already been done for the main game.
===Pickpocketing and Lockpicking===
In the game's files showing the icons for the game's weapons there are a three icons with a large red "X" though them. The first is a variant of the Health Icon used in the game when looting. The second is for Pickpocketing and the last for Lockpicking. It is unknown from at one point in development these are from and while it seems logical that these icons are reference to telling Elizabeth to perform actions, the possibility that Booker could heal himself, pickpocket an NPC or pick a lock cannot be totally dismissed.
==Choices==
Early in development the game had more choices to be made by the player. At some point in development, many of these choices were removed leaving only a few such as the choice of the Bird or the Cage. Limited information on these removed choices can be found in the InputAliases.int file. It is unknown how these removed choices would have affected the story, they could have led to multiple endings or they could have had no effect at all on how the story played out. Some of these choices were apparently removed because they no longer fit the story or were a result of gameplay changes such as Booker no longer able to pick locks. 
===Town Center===
A number of seemingly minor choices were cut from this area. They would have allowed Booker to speak to a child, a lady, and a prisoner. Also, there was a removed opportunity to activate a Gondola and open a locked door, likely by picking the lock. 
===Finkton===
Here a single choice was removed. It allowed the choice of setting a course to go to New York or Paris while aboard The First Lady. It is unknown if this choice was at the start of the level after first boarding The First Lady or later after Elizabeth had killed Daisy Fitzroy. It should be noted that, from a narrative perspective, the latter would make more sense.
===Emporia===
A major sequence where the choice of intervening in an execution was removed. This sequence can be seen in the E3 2011 gameplay demonstration. Another choice involved turning off a light.
At one point Booker and Elizabeth were to pick up the poster of Sally found in The Salty Oyster and give it to someone else (possibly an early version of Ronald Frank).
===Sea of Doors===
At the end, there is a choice to be made on if Booker would pay off Comstock's sins or would refuse to do so. This choice apparently comes before the sequence where Booker gives up Anna to Robert Lutece. How this choice effects the end of the game is not known.
==Characters==
===Booker DeWitt===
The early version of Booker's arms were seen covered by sleeves from a pin-striped coat. This version remained in most of the early gameplay footage, even after the artwork debut of his appearance on the EGM cover, which had him appearing with rolled shirt sleeves. It wasn't until the Beast of America trailer that Booker was finally given rolled sleeves to match his artwork appearance, along with his hand brand.
Before he was voiced by Troy Baker, Booker was voiced by Stephen Russell in the first demo trailer."Troy Baker, the industry's 'new' Nolan North" article by Thierry Nguyen at Joystiq.com
The Beast of America trailer at one point shows Booker wearing a ring with a devil's face, similar to the icon of the Devil's Kiss Vigor. A model of Booker's left arm with a "V" (for presumably Vox Populi) tattoo on his wrist can be found in the game files, but it was never used. However, Booker becoming a member of the movement was present in the retail version through a version of him from an alternate timeline. The texture for the bandage Elizabeth covers Booker's stab wound he gets on his hand if stabbed at the Arcade also has a devil's face, but like the previous examples it was never seen in-game. 
DevilKissRing.jpg|Close-up of the ring from the Beast of America trailer.
BioI Unused Booker DeWitt V Tattoo Arm Model.jpg|Booker's arm with the "V" tattoo.
Texture bioshock infinite unused.png|The bandage texture, showing the devil's face.
===Elizabeth===
Elizabeth was originally supposed to be 17-years-old, instead of 19, when the player meets her in BioShock Infinite, but this turned out to be too young for the character. The developers felt that she was "too Disney princess" and some of Elizabeth's scripted animations, meant for Battleship Bay, even had to be cut because they were coming off too similar to Rapunzel from Walt Disney's film Tangled, respectively.Breathing life into BioShock Infinite on Eurogamer The game files for BioShock Infinite include a Voxophone portrait for the elder Elizabeth encountered in Comstock House, which was not used.
Diary 16.png|The elder Elizabeth's portrait.
====Prototype "Gibson Girl" Elizabeth====
thumb|250px|"Gibson Girl" Elizabeth.
Early in the development of BioShock Infinite, Elizabeth had many revisions before her final form. As revealed in an IGN interview, an early model for Elizabeth (which had previously been shown as concept art sketches in The Art of BioShock Infinite) had been tested within the game world. Nicknamed "Gibson Girl" and based on illustrations of women during the era, that model was cut early on. The developers did not favor this early form, as both she and the player would not speak, and her interactions were highly scripted, periodically taking control of the player to direct towards objectives.IGN's Early Elizabeth Prototype interview on YouTube
Early Columbian Citizens 1.png|The Gibson Girl among unused Columbia citizen models.
BioI Removed Elizabeth Gibson Girl Model.jpeg|Model render of the Gibson Girl.
Gibson Girl Elizabeth Dress Texture.jpg|The texture for the Gibson Girl dress.
====Alpha/Beta "Corset" Elizabeth====
In early gameplay trailers, Elizabeth's powers revolved less around quantum physics and functioned more as general magic—she had the ability to raise storms, use telekinesis, and combine objects through fusion (which later evolved into the Return to Sender Vigor). She also seemed to have a more child-like personality in the E3 2011 trailer, which was toned down for the final release of the game. Her appearance in pre-material screenshots, debut teaser, and 10-minute demo show her with darker hair in an anachronistic shingle bob style, dark blue-grayish dress, and over-sized eyes. It should also be noted that this version of Elizabeth has a slightly more pronounced bosom when compared to her final version. An updated version of this original model actually appears as one of the alternate Elizabeths at the end of the game, and as a statue in the downloadable content Clash in the Clouds at the Columbian Archeological Society, along with an unused third Handyman model.
====Elizabeth Growth Items====
Up until near the end of development books could be found that would give Elizabeth new skills or improve ones she already had. These skills are lockpicking, grifting, power to create a decoy Elizabeth and the ability to resurrect Booker. Upgrades for lockpicking would reduce the number of lockpicks needed by 25%, make Elizabeth a better grifter, endow the Elizabeth decoy with a "electric fence" (likely form of Shock Jockey) and with another upgrade the decoy would self-destruct. For resurrecting Booker, each upgrade would increase Elizabeth's chance to bring Booker back by 20% as it is clear that Booker being resurrected by Elizabeth was far from a certainty as it is in the final version of the game.Found in the files of the leaked 2012 Beta build of BioShock Infinite.
===Cornelius Slate===
In concept art, it's shown that Slate was originally planned to be a more human-looking Jockey Junkie with short, magenta crystals around his scalp and other crystals protruding along his uniform. The uniform itself is the original soldier uniform he used 20 years before. Slate's "final form" was supposed to be a full-on Vigor Junkie also known as "Salt of the Earth". However, once the Vigor Junkie concept was scrapped, Slate was changed to a normal citizen with US Army Captain's uniform, though he still has crystals growing from his forehead after he started drinking large amounts of the Shock Jockey Vigor hours before Booker and Elizabeth came to him.
Slate has an unused fight mechanic to fight the player, which can be triggered by using console commands. He has high movement speed, unique dialog, and no actual firearm and instead uses Shock Jockey. He will run around and throw multiple traps at the ground. When he is far enough away from you, he will throw them at you. He has more health than normal enemies, but not too much to not be killed. When killed, he will not drop any loot in final gameplay.BioShock Infinite: Glitched Slate Boss Fight on YouTube
Cornelius Slate Concept Art.jpg|Concept art for Slate in his moderate Vigor Junkie form.
Salt of Earth Head.png|Unused head model of "Salt of the Earth". Note that the model lacks its left eye, just as Slate does.
Salr of Earth Body.png|Salt of the Earth Vigor Junkie body. An altered version of this model is used for the Frosty Splicer in Burial at Sea.
===Daisy Fitzroy===
Aisha Tyler was originally considered for the voice of Daisy Fitzroy, who even recorded 47 minutes worth of dialogue, which was left unused.Alison Rosen podcast with Aisha Tyler @ 57:40twitter post from April 17, 2013 @Vinci_022 you're right! I recorded that role, but just found out they didn't use my recording. there's 47 minutes I'll never get back.
====Daisy Fitzroy/Vox Women====
===Songbird===
Before it was known as the Songbird, it was only named as "Him" by Elizabeth. In the 2010 debut demo, he is briefly seen during the ending of the demo, where he had a different yet recognizable design and also sounded identical to the Big Daddies from BioShock and BioShock 2.
Him (Demo).png|Songbird, as seen in the 2010 BioShock Infinite debut gameplay trailer.
BioI Pre-Launch BIDGT Songbird.png|The early Songbird model, used in the 2010 BioShock Infinite debut gameplay trailer.
In early footage, it appeared as though Songbird was an ever present threat that would be confronted in combat situations. In the final release, Songbird only shows up in scripted events and cutscenes and cannot be attacked. Originally, you had the choice between either attacking or hiding away, which would affect your relationship with Elizabeth.
===Zachary Hale Comstock===
In early versions of the game, Zachary Hale Comstock's appearance was of a middle-aged man with slicked-back hair and a scar over his eye or wearing glasses. Both versions were removed from the final version of the game, which could reflect a change in his role in the game's overall story. Textures of an unused version of Comstock, presumably from early stages of development, can be found on the backside of a building or at a great distance from the player. The early versions of Comstock look closer to the same age as Booker and look much similar in facial appearance. Comstock apparently was not the man who envisioned Columbia at this stage of development, but rose to power in political struggles after the launch of the city.BioShock Infinite - Factions at War On YouTube 
Early Comstock Poster.png|An early version of Comstock.
E32011FirstTwoMinutesZacharyHaleComstockPoster1.png|2011 E3 depiction of Comstock.
Unused Founders Painting.png|An early version of Comstock receiving the Sword from the Founders and Angel of Columbia.
==Enemies==
===Automatic Gentleman===
Not intended as an enemy, Automatic Gentlemen were envisioned as automatons that acted as servants to the rich of Columbia and would likely have been seen numerous times over the course of the game. While Automatic Gentlemen were cut from the game fairly early in development, the various vending machines encountered in Columbia feature animatronic figures that resemble them. The Automatic Gentleman also served as inspiration for the Motorized Patriot.The Art of BioShock Infinite, Chapter One: Finding Columbia, pages 44-46.
===Boys of Silence===
The Boys of Silence were originally meant to appear as a recurring enemy, but in the final version of the game, they only appear in Comstock House. They were shown to be an enemy feared by the player, much like Songbird, appearing in certain areas making you re-think the way to handle a situation. The player would either have to fight or attempt to sneak around them. They were supposed to freely roam an area, and were supposed to be attracted to sounds, like gunfire, for example. The Boys of Silence were also beatable, but now simply disappear if you're spotted or if you attack them. 
According to The Art of BioShock Infinite "The creepy Boys of Silence were originally designed to recycle sounds and use them as a weapon. Over time, these trumpet-masked children found their role as Columbia's security cameras, sounding an earsplitting alarm when they hear Booker's approach". Originally, they were blind and relied on their sense of hearing, rather than spotting the player using a spotlight similar to the cameras in the first BioShock as they did in the finished game. When BioShock Infinite was meant to have significant horror elements, these enemies were showcased as the most horrifying creatures. Not knowing what was under the masks would make the player both scared and interested in what story was behind them. Originally it was hinted they were orphaned children, but any stated backstory was virtually scrapped in the final iteration. 
===Claw Daddy===
The Claw Daddy was an enemy that was cut from the final version of BioShock Infinite. It was conceived as an individual wearing a crab-like exoskeleton that would grab people and rip them in half. From close-ups of the Claw Daddy, it can be seen that the pilot's face is distorted from being exposed to Tears. This concept eventually evolved into the Handyman.
===Columbian Civilians===
When Columbia was first envisioned, the citizens of the city were much like the Splicers of Rapture. They were insane and would attack the player on sight. This led to the development of the Merged and people with "Nouveau scars" that were also a result of being exposed to Tears. But rather than being merged with an alternate version, the person's flesh would be twisted and warped. These scars are complex and organic looking making them appear almost decorative in some way.
The Nouveau Scared and radical Merged concepts were dropped as Columbia's art style evolved and the Art Nouveau style mostly left behind. Another problem with the early concepts was that the clothing was not period appropriate and seemed too "fantastic" looking. A further problem with these designs was a lack of uniformity in their proportions which meant that each model had to be animated individually, making for a large amount of work and other problems.
The next stage of the Columbian civilians was having them become more stylized and more like caricatures. This led to the new problem with inconsistencies in poly count, the inability to share art assets and in crowds, it was easy to see that the same model was being used over and over again. This led to the current more realistic design and period correct look.Change Is Good: The Importance of Iteration Within a Character Art Pipeline
The Beast of America trailer for BioShock Infinite (at 0:23) shows footage of an early version of the Raffle Park. A civilian-woman with a blonde bob-hairstyle wearing a blue dress can be seen walking during the scene.BioShock Infinite Beast of America Trailer on YouTube This woman. her dress and hairstyle are not seen in the final version of the game. She was cut fairly far into development, as the Raffle Park is near identical to the final release.
EarlyMiscColumbiaCitizensConcept.png|Early concept art of various Columbian citizens, some with Nouveau scars, by Chelsea Douglas.
BioI Various Enemy Concepts.png|Concept ideas for citizens/enemies, showing industrial workers and military officers, by Jason Bennett.
Merged Concept Art.png|Concept art of early Columbian citizens who are being Merged, by Robb Waters.
Early Female Columbian.png|An early version of a Columbian citizen. Note the Nouveau scars on the left side of her face.
Stylized Faces 1.png|Some of the early highly stylized face designs.
Stylized Faces 2.png
Stylized Faces 3.png|More faces. Of note of is the one on the bottom left which seems to have been the basis for the final version of the Handyman.
Early Columbian Citizens 3.png
ColumbianCitizenModels.png|The Columbia Citizen model on the left was not used. By Gavin Goulden.
Pre-Release BioI Raffle Park.jpg|The blonde blue-dressed female in the Beast of America trailer, seen to the left.
Adam bolton suit3.jpg|Unused head models for more stylized version of Columbian Citizens (the body models were used). By Adam Bolton. 
Adam bolton suit2.jpg
Adam bolton suit1.jpg
Adam-bolton-vest3.jpg
Adam bolton vest2.jpg
Adam bolton vest1.jpg
===Crow/Charles===
A guard or servant to Henry Saltonstall, Charles played a small part in introducing the Murder of Crows Vigor in early gameplay footage. While small references to Saltonstall remain in the final game, Charles is not mentioned at all. In The Art of BioShock Infinite, Charles was shown as a Vigor Junkie, and his model wore black clothing. A Vox Populi version would have him wear a red hood, with tied knots as devil horns.
===Early and Unnamed prototype Enemy===
Appearing in the same video as the prototype "Gibson Girl" Elizabeth, there is an unnamed enemy shown resembling a giant mechanical doll in appearance. This is actually one of the Mad Toymaker Toys and it is likely it was scrapped early in development from the Art Nouveau version.
Bioshock infinite scrapt enemy.png|A Mad Toymaker Toy
Mad Toymaker Modelsheet 1.webp|Model sheet for the Toy.
Automaton Body .jpg|Headless body of unused automaton enemy.
===Electro Gloves===
The Electro Gloves was an enemy cut from BioShock Infinite fairly early in production. It was a powered exoskeleton with a generator that powered mechanisms on the exoskeleton's "hands" that enabled it to fire bolts of electricity at enemies in a fashion similar to Shock Jockey. A close examination of the pilot's face shows that he is injured and unhealthy looking.
===Enhancer===
The Enhancer, also known as Snake Oil, was a cut enemy from the final version of BioShock Infinite. They were conceptualized as potion-carrying enemies that would attack enemies by hurling balls of energy while healing nearby enemies by throwing potions at them. They had the appearance of a rotund, coated individual carrying multiple potions and elixirs. As seen in The Art of BioShock Infinite, the Enhancer had a 3D model built for him before he was cut. 
Snakeoil.jpg
BioI Enhancer Head Concept Art.jpg|Concept art for the Enhancer's head.
Enchancer .jpg|The 3D model for the Enhancer.
===Fink Security===
Fink Security was a unique enemy originally stated to appear, but it was cut for unknown reasons. Images only appear in the concept art of the game. They were originally security guards for Fink Industries, dressed in green attire, and carrying Triple Rs. In the final game, Jeremiah Fink offers Booker the position of Head of Security to replace Scofield Sansmark. There's nothing distinctly different between the security agents and other soldiers.
===Fink Factory Workers===
Early concept art shows that some workers in Fink's Factories would actually be part of the machines they were supposedly operating. These emaciate workers were locked into the machines by a harness and the stumps of their arms are placed into the machine to control them. While not appearing in the final game, the concept of Fink turning people into machines was retained as Fink workers performed their duties in a very regimented and robotic fashion. 
Fink Factory Worker.jpg|Concept art for factor workers. By Robb Waters. 
Fink Factory Worker Arm.jpg|Close-up of Fink Factory worker. By Robb Waters.
===Freaks===
The so-called "Freaks" were enemies conceived extremely early in the development of BioShock Infinite. The Freaks were people who were infected or mutated in some way with a compulsion to eat corpses. Upon consuming a dead body the Freak will become monstrous, growing in size and ferocity.
One Freak was a young girl named Shelly.The file name of the Shelly concept on Robb Waters' portfolio is named shelly.jpg When transformed, she is a 9-foot tall monster with claws and arms so long they nearly reached the ground. The concept art for the Freaks show that many were imprisoned or restrained in some way to try and keep them from eating the dead and possibly the living. Shelly is portrayed as having a cage around her head and another freak (not pictured here) wears a straitjacket. When the basic themes for BioShock Infinite were established the concept of the Freaks was dropped.
A Freak.jpg|Concept art for a freak. By Robb Waters.
Before & After Freak Prisoner Concept Art.jpg|Concept for a Freak before and after transformation. By Robb Waters.
Shelly The Freak.jpg|Shelly in her transformed state. By Robb Waters.
===Handyman===
An additional Handyman model was originally planned for inclusion in the game, wearing patriotic clothing, sporting hair and a mustache, and having the frame of his Autobody uniquely designed. This particular Handyman may have had a minor role in the story as he calls Elizabeth by her name and physically tries to stop/capture her and Booker in the 2010 demo. Unlike the final game's Handymen, he seems much "healthier" and even smirks at Booker's attempt to hit him with a shell using Telekinesis. This might have been the reason why he was cut, as developers wanted to emphasize how sick and miserable Handymen were. Cut from the final release, the Clash in the Clouds DLC featured this model as an unlockable in-game statue in the Columbian Archeological Society, along with the Beta Elizabeth. An additional Handyman model was also considered, with some notable difference being a pendulum clock-like mechanism in the place of the heart and a much older human head.
UnusedHandymanClockModel.jpg|The unused clock Handyman model. The head of this Handyman looks very similar to an illustration for an early version of Jeremiah Fink from the BioShock Infinite: The Siege of Columbia board game.
===Mad Toymaker Toys===
thumb|250px|The Toymaker's dolls.
Before the game's core concepts were finalized, there was an early draft for Toy-like automatons, created by a "Mad Toymaker", resembling animals in festive outfits. There were four designed variants of these toys: a rabbit wearing a top hat and tuxedo, an owl in a night themed suit with retractable blades attached to its arms, an elephant with a Slow-Pro-like back-mounted cannon that would fire cannonballs when it pulled the rope, and a moth with painted wings like stained glass; the latter concept would evolve into the Songbird.
===The Magician===
The theatrical Magician was an early idea for an enemy. Existing in both male and female variations, these Sander Cohen-inspired enemies possessed the power of Telekinesis and could manipulate the environment with it. They could also create minions to fight for them. Concept art shows a male magician shaking a man upside down with his powers, causing valuables to fall off the man. Another concept shows the female variant using her powers to hurl objects.The Art of BioShock Infinite, Finding Columbia section, page 29.
===Merged===
The Merged were to be enemies who existed after being exposed to Tears for an extended period. As a result of encountering various incarnations of themselves across dimensions, their facial features were twisted and warped and deformed. Concept art by Robb Waters shows the Merged having multiple mouths, eyes or noses and can be quite grotesque. The concept of the Merged was not totally removed from the game, however. At several points in the game Booker and Elizabeth will encounter people that will shimmer and warp as a result of Elizabeth merging two different realities together and a person remembering being dead in one reality and alive in the other. Chen Lin, when seen in his workshop after going through the Tear in the basement of the Good Time Club, is the most prominent example of this.
===Motorized Patriot===
====Prototype or Alpha Motorized Patriot====
Originally, the Motorized Patriot evolved from the concept of the Automatic Gentleman. The initial idea was inspired by a 20th-century fascination with exploring technology into the field of early robotics and complicated machinery. Irrational Games felt that Columbia would use its scientific hivemind imagination to create a mechanical servant for their society. As Nate Wells mentions, "There's this fantasy that people of the time wanted these automatons to do things for them. We don't start with a gun. We set the vibe first."An Irrational Fear of Monsters on Joystiq
====Late Alpha Motorized Patriot====
The concepts for the Motorized Patriots as Benjamin Franklin and an unused Thomas Jefferson would have been more distinct from the George Washington version. Both had concepts for their own distinct damaged faces, such as Franklin having no glasses and the right side of the face and eye missing. Jefferson would have had missing eyes, a broken jaw, no face, and burned hair. In addition, both would have worn their own variant colored coats (purple for Franklin and green for Jefferson), similar to those seen on the Founding Fathers balloons.
====Beta Motorized Patriot====
The Beta Patriots originally used normal American flags on the Beta Patriot, as older previews showed Motorized Patriots with similar, if not the same, flags in place of Columbian ones. This has been updated in Burial at Sea, as the Patriot that can be summoned through a Tear bears Columbian flags. 
====Shielded Shotgunner/Shielder====
Almost no information is known about this cut enemy. The Shielded Shotgunner is a cut enemy referenced in the files for Spec OPs though it seem very unlikely that this enemy was going to appear in the Co-Op Multiplayer Mode and not in the main game. The name makes it clear that this enemy uses a shotgun as their main weapon and had some form of shield to protect themselves. The shield in question is likely Return to Sender or a Gear like Winter Shield though the exact mechanism is unknown. The alternate name Shielder suggests that this enemy could protect others as well as themselves, a mechanic referenced in the Spec Ops games files as a player interaction using the Winter Shield Gear. The Spec Ops Bounty for the Shielded Shotgunner indicates that is a rare and or powerful enemy as it has similar Bounty requirements to a Siren or Handyman.Found in the files of the leaked 2012 Beta build of BioShock Infinite. 
===Little Sister Counterpart===
Very early concept art by Robb WatersThe Art of BioShock Infinite, Chapter One: Finding Columbia, page 21. and Jorge Lacera reveal that there was an idea to include a Columbian version of the Little Sister from Rapture. The concepts were made in a "dark, European Art Nouveau style" or "Rapture in the Sky" phase of the game, before the finalized style was chosen. It is unknown if they actually intended for the Little Sister counterparts to appear, or if the artists were just creating these concepts due to it being a BioShock game and them figuring out the overall style. In the final version of the game, the Big Daddy and Little Sister dynamic are seen between the Songbird and Elizabeth.
BioI Early Columbian Little Sister-Counterpart Concept Art 1.jpg|A Little Sister counterpart, by Jorge Lacera.
BioI Early Columbian Little Sister-Counterpart Concept Art 2.jpg|A Little Sister counterpart, seemingly holding the hand of a Big Daddy counterpart, by Jorge Lacera.
===The Resurrector===
thumb|250px|A later version of the Resurrector enemy.
Before the Siren, a concept enemy known as the Resurrector served as the forerunner of an adversary that would bring back or manipulate the dead in some fashion. Dressed to resemble a Cardinal of the Roman Catholic church, the Resurrector would apparently use the blood flowing from the palms of his hands to "resurrect" the dead to fight for him. The earlier version of this concept wore long robes, a large paper mâché "saint" mask, and had "bleeding hearts" carved into the palms of their hands from which the blood flowed.
BioI Resurrector Concept.jpg|The early version of the Resurrector.
Columbia Civilian Concept.jpg|A more normal-looking Resurrector.
===Security Camera Automaton===
thumb|200px|The Security Camera Automaton. By Robb Waters.
A piece of concept art from early in development shows a cloaked automaton with a camera for a head. This appears to be a Security Camera like those in Rapture, but it would be able to patrol an area rather than just be set in a fixed location. Another difference is that the Security Camera Automaton had several clawed hands which could be used to attack or defend itself with. While the roving Security Camera Automaton was cut, it is possible that the concept influenced the development of the Boys of Silence, who perform the same role.
===The Siren===
It was originally planned that the Siren would be a reoccurring enemy. In the final version of the game, she only appears as a boss in Downtown Emporia and acts in a plot-significant role. In Clash in the Clouds, the Siren reoccurs as an enemy and appears in two separate maps.
===Slate's Soldiers===
Concept art originally showed additional unique outfits for Slate's Soldiers in two attractions at Hall of Heroes (stereotypical "Asian" and "Native American" outfits). Some Slate soldiers were planned to have a more native American appearance which would be around in Hall of Heroes to fight Booker. Variations were only used for Slate's Crow in the final gameplay.
A unique "Asian" mask from one of the concept outfits did finally appear in Burial at Sea - Episode 2, at Fontaine's secret panic room at the Manta Ray Lounge as one of his disguises.
===Columbia Tank===
thumb|250px|Concept art for a Columbia Tank. By Robb Waters.
No information exists about this removed content other than the concept art. The tank is from early in BioShock Infinite's development and did not make it past the drawing board. While called a tank, it resembles an armored car which was already being used by several of the world's militaries in 1912.
===Vigor Junkies===
According to The Art of BioShock Infinite, Vigor Junkies were planned to be one of the types of enemies. As Columbia's version of the Splicers from Rapture, they suffer psychological deterioration as a result of excessive Vigor abuse. However, the Rapture comparison limited the use of Vigor Junkies in the game, and an in-game explanation by Citizens' dialogue in the Columbia's Fair mentions that average Citizens were not that interested in obtaining Vigor abilities, due to the formula "kinks" that Fink needed to work out.
A few aspects of the Vigor Junkies are still present in two of the currently used characters, the Crow and Cornelius Slate. Both characters' madness has been exacerbated by their repeated use of a particular Vigor, Murder of Crows and Shock Jockey respectively, with the latter, even having small Shock Jockey crystals protruding from his head. The Murder of Crows ability of its Junkie was also altered, as the 2010 demo showed Charles, a removed character that was also conceptualized as a Vigor Junkie with the Zealot. He would have been able to possess the same crow-unleashing ability as the player. But like the character, that ability was altered in the finished game to being surrounded by crows while teleporting. Although the Fireman's appearance was not in the Vigor Junkie concepts, a Vigor Junkie character in a top hat, glasses, and a black coat shows many of the same Devil's Kiss abilities as a Fireman.
Its concept scrapped, the unfinished model of the Shock Jockey Vigor Junkie still remained in the game's files, apparently later repurposed as the Frosty Splicer in the Burial at Sea DLC.
===Enemy Voice Lines===
There are over 300 presumably unused voice lines for enemies in the game with a name containing "taunt_creepy". These voice lines are of much different character than the normal taunt lines. These taunts consist of unhinged laughter and weeping, delusional statements, denial of responsibility for murder, paranoid fears, manic urges to kill, and compulsive disorders. These lines exist for the cop_male, fndr_male, fndr_female, vox_male, and vox_female. Some of these lines are used by those under the effect of Possession, but in general, these voice lines do not fit the atmosphere of the final version of Columbia and strongly resemble the insane ranting of the Splicers of Rapture. This would indicate they may be from one of the very early versions of the game when Columbia had the Art Nouveau style. 
Selected Transcriptions of Files
*vo_cop_male_02_taunt_creepy_18041.ogg "Show me how to shed my skin!"
*vo_cop_male_05_taunt_creepy_18331.ogg "Negative, negative, Negative! NEGATIVE!"
*vo_cop_male_08_taunt_creepy_19806.ogg "Just let me cut you!"
*vo_fndr_female_03_taunt_creepy_22374.ogg "You made my life unbearable!"
*vo_fndr_male_01_taunt_creepy_19884.ogg "She died, I remember!"
*vo_fndr_male_02_taunt_creepy_17347.ogg "They won't stop screaming!"
*vo_fndr_male_04_taunt_creepy_19087.ogg "My skin disappears at times. Oh, oh."
*vo_vox_female_01_taunt_creepy_21859.ogg "To do it right you need to shoot at least five people!"
*vo_vox_female_02_taunt_creepy_22235.ogg "Take me home. Take me home with you!"
*vo_vox_male_02_taunt_creepy_20238.ogg "We've tasted human flesh."
*vo_vox_male_07_taunt_creepy_21378.ogg "They leave the barbs in when they pull my thoughts out!"
==Objects==
Note: For location-specific objects, see the "Levels" section.
===Voxophones===
*1) GOOD GENES RANT - The only voxophone removed from the game.
===Kinetoscopes===
There are three unused Kinetoscopes in the game files that were never put in the final game.
*"Columbia to Sterilize Dimwits and Defectives!" - Founders propaganda for racial purity.
*"Visit Battleship Bay!" - Kinetoscope advertisement for Battleship Bay.
*"The Death of Our Lady" - Kinetoscope about the death of Lady Comstock.
===Artillery Cannon===
While this large cannon was seen in action during the BioShock Infinite early gameplay demonstration (at 5:30)BioShock Infinite Early Gameplay Demonstration on YouTube it never was seen in the game. The cannon's removal is likely a result of changes in the design of Columbia. While called a cannon, the high arc of its fire is much more similar to that of a howitzer.
BioI Unused Artillery Cannon Render Back View.png|Render of the cannon seen from the back.
BI Demo SniperScope.PNG|Booker aiming at the cannon with the Sniper Rifle.
ShellCAP MESH.png|Model of the shell fired by the Artillery Cannon. This model is used in game as the projectile for the Volley Gun.
===Building Façades===
During development, several building façades for the city of Columbia were made which did not make it into the game. Some where intended for generic building, while others display distinct detailing, indicating larger significance (for buildings from the Art Nouveau-era, see the "City in the Sky" section). 
Unused Carson Mansion-Inspired Facade 1.jpg|An unused building façade, inspired by the Carson Mansion.Carson Mansion on Calen Brait's Portfolio
Unused Carson Mansion-Inspired Facade 2.jpg|Part of the same unused Carson Mansion-inspired building.
Unused Philadelphia City Hall-Inspired Building Facade 1.jpg|An unused building façade, based of the Philadelphia City Hall.Courthouse on Calen Brait's Portfolio
Unused Philadelphia City Hall-Inspired Building Facade 2.jpg|A close-up of the Philadelphia City Hall-inspired façade.
Unused Philadelphia City Hall-Inspired Building Facade 3.jpg|Another unused Philadelphia City Hall-inspired façade.
BioI Unused Hotel of Europe Facade 1.jpg|An unused building façade, nicknamed Hotel of Europe by Chad King.
BioI Unused Hotel of Europe Facade 2.jpg|A closer look of the Hotel of Europe façade.
BioI Unused Hotel of Europe Facade 3.jpg|Another view of the Hotel of Europe.
BioI Unused Hotel of Europe Facade Model Renders.jpg|Renders for the Hotel of Europe façade.
BioI Unused Columbia Buildings Models.jpg|Unused building models, by Darren Hatton.
===Vox Siren===
Seen in the BioShock Infinite E3 2011 gameplay demo (at 8:25), this bizarre-looking wagon has massive horns and an oversized signaling rocket that summon Vox Populi forces. To activate the devices on the wagon, a large wheel on the front must be turned which takes some time. The time it takes allows Booker time to kill the person at the wheel and stop the device. The siren was not used in the game, but the "Red Glare" rocket can occasionally be seen sticking out of enemies killed by Fireworks explosions in-game.
Siren1 DIFF.png|Textures for the wagon.
Siren2 DIFF.png|Textures for the siren.
Red Glare firework.png|The "Red Glare" rocket model.
===Mannequins===
An image of various mannequin models for BioShock Infinite shows several that didn't make the cut. The mannequins wearing the pink dress and beige suit as well as the nude mannequin with a head are the only ones that were used of the lineup. The unused models consist of a nude mannequin without a head, a nude mannequin with specific female proportions, a mannequin in a black western outfit, a mannequin in a waiter outfit and a mannequin in a dress shirt and waistcoat.
===Caramel-Coated Popcorn & Peanuts===
A snackbox of caramel-coated popcorn & peanuts, similar in the style of Cereal boxes, was modeled but never encountered in the shipped game. According to the label, the box of caramel-coated popcorn & peanuts contained a collector series prize and had a net weight of 1 oz. The slogan was "Tastes just as good as you remember!" and their mascot was a pig's head with a ruff around its neck.
===Silver Trays with Food===
Models for silver serving trays with food items were left unused. There were seemingly three tray models: a round silver tray/plate, a deep rectangle-shaped tray, and a flat octagonal tray. The food items included: a raw turkey, raw chicken, raw beef, onion, garlic, and a loaf of bread.
===Coffee Tin===
An alternate version to the T.A. Snodgrass Company coffee tin was produced for the game but not added. The tin is orange/yellow an appears to have a screw-off lid.
===Turnstile===
A model for a waist-high metal entrance turnstile was produced but never implemented. It was a coin-operated machine that was likely replaced by the free-to-use one-way full-height turnstiles present in the final version of the game in locations like Soldier's Field. The ticket box seen in the image was used in the Battleship Bay Gondola Station.
===Stack of Five Dollar Bills===
A stack of five dollar bills, with a portrait of Henry Saltonstall depicted on it, was designed for the game and left unused. If it was just meant to be a prop or actually obtainable by the player is unknown. In the final game, only coins can be picked up. The single five dollar bill was used for the tip hat (seen below), but it cannot be interacted with.
===Hats with Tips===
Five different models for hats with paper money and coin tips used by street performers were made for the game, but only one of them was used in-game. The model that was used is a bowler hat (third in the image to the right) and can be found by the violin player in the Arcade's Gondola Station in Battleship Bay. The remaining four unused models are a cap, straw hat, top hat, and fedora.
===Columbia Chronicles Newspaper Issue===
A third newspaper issue of Columbia Chronicles was made, but the model is not seen anywhere in-game. The headline reads: "RIOTS IN THE STREETS! VOX POPULI TAKE OVER FINKTON!".
===Fink Manufacturing Propaganda Posters===
Various Fink Manufacturing propaganda posters were made for the game and some were never added:
BioI Unused Fink Manufacturing Poster 1.png
BioI Unused Fink Manufacturing Poster 2.png
BioI Unused Fink Manufacturing Poster 3.png
BioI Unused Fink Manufacturing Poster 4.png
BioI Unused Fink Manufacturing Poster 5.png
Pre-Launch Shantytown 4.jpg|An unused Finkton poster, seen in an early version of Shantytown.
===Lady Comstock Portrait===
Two Lady Comstock portraits were made for the game, both based on a portrait of Alice Roosevelt Longworth, but only one made the cut (the one on the left in the image to the right). Notably, the unused model features a white corset instead of the blue one seen on the used portrait. The white corset was used on the in-game model of her dress, which can be later seen on Elizabeth.
===Columbian Vigor Mural===
A Columbian version of Rapture's iconic Plasmid mural was designed by Laura Zimmermann, but was never implemented. The mural greatly mirrors the Rapture variant, showing Columbia citizens using Vigors in everyday activities. Notably, a man is depicted holding a lightbulb powered with Shock Jockey, which clearly references the little girl doing the exact same thing on the Rapture variant, only with Electro Bolt.
===Founding Fathers Painting===
A painting of the Founders was unused. The painting depicts the angelic Founding Fathers George Washington, Thomas Jefferson, and Benjamin Franklin being watched over by the Archangel Columbia as they give the scroll, the sword, and the key to a kneeling Zachary Hale Comstock.
===The Vox Threat Board===
The Vox Threat board found in the Good Time Club and the Bull House Impound originally had a slightly different design. The picture of Albernathy Cooke formerly had the text "FUCKING DEAD!!" instead of just "DEAD!" The Columbia Security flyer and the document next to it were also slightly tilted. In addition, the "Protecting" text on the Columbia Security flyer was misspelled as "Protectiting", which is a likely factor in why the board was re-edited.
Vox Threat Board.png|The unused version.
The Vox Threat Ver 2.png|The version found in-game for comparison.
===Founders Paintings===
Two unused paintings can be seen in the pub Booker DeWitt enters during the 2010 Gamescon BioShock Infinite 10 minute gameplay demo. They can be seen at 6:09 and 6:24 in the video. The paintings also appear in early level designs for the game. The first painting depicts soldiers raising their fists in victory with several nations' flags and the Statue of Liberty in the background. This is taken from an N.C. Wyeth cover illustration titled "The Victorious Allies" for the March 1919 issue of The Red Cross Magazine.
In the demo, only the bottom right corner of the second painting is seen, which depicts running soldiers. However, pre-launch images reveal that the painting is based on the cover illustration for Ben Ames Williams' book "Amateurs at War". Uncle Sam's face from the same illustration was also used in advertising for Fireworks before being replaced.
Both paintings feature the American flag, which might have been a factor in why they were removed, as all positive depictions of the flag were cut.
The Victorious Allies - NC Wyeth.jpeg|The N.C. Wyeth illustration seen in the first painting.
Amateurs at War cover.jpeg|The basis of the second painting.
Fireworks.jpg|Previous version of the Fireworks placard.
Terminal Building 14.jpg|Early BioShock Infinite level design, featuring the first painting.
Terminal Building 20.jpg|Early BioShock Infinite level design, featuring the second painting.
BioShock Infinite Removed Multiplayer Museum Level 7.jpg|Cut multiplayer level, featuring both paintings.
BioI Pre-Launch Comstock House Security Center Warden's Office.jpg|The first painting seen in an early version of the Warden's Office.
BioI Pre-Launch Comstock House Warden's Office.jpg|Both paintings seen in an early version of the Warden's Office.
===Founders Propaganda===
Several Founder propaganda posters were made for the game and seen in various pre-release material but were left unused in the final product.
An early version of the "Patriots! Protect Columbia!" poster was seen in the 2010 Gamescon BioShock Infinite 10 minute gameplay demo (at 3:13) and it was based on the 1922 N. C. Wyeth painting, John Burns of Gettysburg. The "Daddy, what did you do during the Siege of Columbia?" was seen in the BioShock Infinite TV commercial (at 0:15).BioShock Infinite TV Commercial (Full Version) on YouTube The "Columbia Calls You!" poster was seen in the BioShock Infinite premiere trailer (at 1:04 and 1:19), and the 2010 Gamescon BioShock Infinite 10 minute gameplay demo (at 4:31, 5:35 and 7:03) and is based on a "Clear the way!! Buy Bonds – Fourth liberty loan" World War I propaganda poster, designed by Howard Christy Chandler.Clear the way!! Buy Bonds – Fourth liberty loan on Propaganda Poster Store The "Youth of Columbia" poster is not known to have been seen in any pre-release footage, but has been released by official sourcesSmear Campaign: The Propaganda of BioShock Infinite on Game Informer and is based on a "U.S.A Bonds – Third Liberty loan campaign – Boy Scouts of America" World War I propaganda poster, designed by J. C. Leyendecker.U.S.A Bonds – Third Liberty loan campaign – Boy Scouts of America on Propaganda Poster Store The "Burden NOT Columbia With Your CHAFF!" poster was seen in the BioShock Infinite premiere trailer (at 1:22). The "True patriot has nothing to fear from the Songbird" poster was made for the game by Jorge Lacera but not used. However, the Vox Populi member on the poster was reused for cutouts at the Bull Yard and Bull House Impound as shooting targets. The "Her eyes… so blue!" poster appears in the Bull House Impound in the finished game, but an alternate version of it was seen in early footage, like the BioShock Infinite premiere trailer (at 1:44) 2010 Gamescon BioShock Infinite 10 minute gameplay demo (at 3:54 and 5:35).
In addition to posters, a Thomas Jefferson vase can be seen in Major's Notions, Sundries and Novelties during the BioShock Infinite E3 2011 gameplay demo (at 1:30). The depiction of Jefferson is taken from his official Presidential portrait, by Rembrandt Peale.
ArmThyselfPrint-001.jpg|The Patriots! Protect Columbia! poster.
John Burns of Gettysburg Painting.jpeg|The painting that the "Patriots! Protect Columbia!" poster was based on.
DaddyPrint-001.jpg|The "Daddy, what did you do during the Siege of Columbia?" poster.
Daddy, what did You do in the Great War .jpg|The Word War I British propaganda poster that "Daddy, what did you do during the Siege of Columbia?" poster is based on.
PatriotsPrint-001.jpg|The "Columbia Calls You!" poster.
Clear the way!! Buy Bonds – Fourth liberty loan Columbia Calls You!.jpg|The poster that inspired the "Columbia Calls You!" poster.
WeaponsPrint-001.jpg|The "Youth of Columbia" poster.
U.S.A Bonds – Third liberty loan campaign – Boy Scouts of America Youth of Columbia.jpg|The poster that inspired the "Youth of Columbia" poster.
Columbia Propaganda.png|The "Burden NOT Columbia With Your CHAFF!" poster.
Songbird propaganda 0.jpg|"The true patriot has nothing to fear from the Songbird" poster.
HerEyesPrint-001.jpg|The alternate version of the "Her eyes… so blue!" poster.
Her eyes... so blue Her skin... so white ...or are they Poster.png|The "Her eyes… so blue!" poster that was used.
===About DOGS Poster===
The game files for some of the low resolution buildings of Columbia, seen floating in the distance, feature an unused poster named "About DOGS". The sign feature a woman surrounded by dogs and holding a box, presumably with dog treats. The poster's caption reads ""Don't all speak at once" and appears to be some sort of propaganda poster, but could also be an advertisement for dog food.
===Pro-Abraham Lincoln Objects===
Contrary to what is in the final game, Abraham Lincoln was viewed in a good light during one point in development of the game. Thus some objects were made that did not fit after it was decided to have Lincoln depicted as an "apostate". A marionette of Lincoln, as well as a Lincoln mask which Elizabeth interacts with, can be seen in Major's Notions, Sundries and Novelties during the BioShock Infinite E3 2011 gameplay demo (at 1:37 and 1:42) which were removed due to this. The remaining marionettes appear in the Battleship Bay Gift Shop along with a sign reading "Founders Marionettes". The sign was also seen in the demo (at 1:41), but with Lincoln instead of Uncle Sam.
Unused Abraham Lincoln Mask.png|The Lincoln mask model.
222.png|Elizabeth playing with the Lincoln mask.
111.png|The Lincoln marionette seen among others of its kind.
===Out Bound & In Bound Signs===
Signs reading "Out Bound" and "In Bound" can be seen in the BioShock Infinite E3 2011 gameplay demo, which did not make the cut. "Out Bound" was seen above an entrance at a Columbia Transit substation, to where citizens were fleeing to leave the area/city during the Vox Populi revolution (at 5:44). Later on, both signs appear at the Columbia Transit station leading to Comstock House (at 8:58 and 9:47).
Columbia Emporia Transit02.png|The "Out Bound" sign.
Highres Screenshot 4.jpg|Both signs seen at the base of the large Columbia Transit sign.
===Vox Graffiti===
Various graffiti made by the Vox Populi can be seen in early footage of the game, some of which were cut. In the BioShock Infinite E3 2011 gameplay demo various examples can be seen, including "Whorehouse" (at 5:52), "Seized! To feed the people!" (at 6:25), "Capitalist" (at 7:16), "The postman delivers lies!!" (at 7:57), "Tools of the oppressors" (at 8:05), and "Our voice will be heard!!" (at 9:27).
Vox populi Propaganda.jpg|"The postman delivers lies!!"
Columbia Emporia Post04.png|"Tools of the oppressors".
Highres Screenshot 6.jpg|"Our voice will be heard!!"
===The Flag of the United States===
As mentioned above (see "Columbia's Setting and Society"), the American flag was seen in a lot of pre-launch content, hanging from flagpoles around the city instead of the Columbian flag. In the final game, Columbia seceded from the United States and thus had its own unique flag. All other depictions of the flag in a positive light were also removed, including paintings (see "Founders Paintings") and posters. The American flag is only seen on the Motorized Patriot Tear, teddy bears at the Fairgrounds, the Washington mural, the Hall of Heroes, and on the Fireworks advertisement as exceptions.
Columbia skyview.jpg|The American flag seen in the premiere trailer.
Emporia concept art.jpeg|The American flag to the right.
M bioshockinfinite siren.jpg|The American flag to the left.
Columbia Emporia Post00.png|The American flag on top of the Columbia Post Office.
Infiniteexclusive01.jpg|The American flag in the center top.
Charles and crowns.jpg|The American flag seen on the gazebo.
Terminal Building 19.jpg|The American flag on top of the building.
===Round Up Sign===
As seen in the BioShock Infinite 2011 VGA trailer (at 0:38)BioShock Infinite 2011 VGA Trailer on YouTube and Beast of America trailer (at 0:54), a sign reading "Round Up" appeared in the game during early and late development, but was left unused. The sign depicts a cowboy and appears to have some additional text, but no clear image of the sign is known to exist, making it unknown.
===Trees===
Only four tree models exist in the game (five if you count the 2D trees seen on buildings in the skybox), two of which are location specific. The two generic trees used throughout the game are a thicker tree and the other is a much thinner tree that grows in two trunks from the root. The other two location-specific trees are the dead trees in the Fraternal Order of the Raven and the burning trees at The First Lady's crash site in Port Prosperity. Several other tree models were seen in promotional footage for the game, but were unused. Approximately seven different tree models are known to have been cut, which can be seen below. 
Founders2.jpg|The tree to the left was cut.
BioShock Infinite Removed Multiplayer Museum Level 1.jpg|The trimmed tree was cut.
VoxAttack.jpg|The trimmed tree only smaller, seen in pots.
Goulden Gavin Change Is GoodEmporia2.jpg|The thin trees seen in the center of the image were cut.
E32011GameplayColumbiaMail2.png|The large trees were cut.
Terminal Building 21.jpg|The trees in this image use one of the trunks from the thin tree that was used, which also features red and yellow leaves that were cut.
Vox Populi Member2.png|The tree in the background was cut.
Harper's Grocery Demo Prototype 3.jpg|The large tree was cut.
===Moon cutout===
250px|thumb|right|The moon cutout seen to the right of Elizabeth.
What appears to be a cutout of an anthropomorphic crescent moon (presumably indented for a store display) can be seen in Major's Notions, Sundries and Novelties during the BioShock Infinite E3 2011 gameplay demo (at 1:18).
===Magical Melodies Record Sleeve and Advertisements===
Early footage shows a record stand by the Barbershop Quartet in the Town Center which was not featured in the final version. The stand featured Magical Melodies record sleeves which were not seen in-game. The advertisements for the Barbershop Quartet was also slightly different. Instead of the "Albert Fink presents" text it reads "The BEE Sharps presents" and instead of "Good Only Knows!" it reads "A Song For Columbia!". The BEE sharps was the Barbershop Quartet's original name.
===Industrial Signs===
Various industrial signs can be found in the game files, which were not used, which includes a "Warehouse", "Dry Goods", "Purveyors", "Automata", "Electric", "Wonders", "Emporia", "Of", and "Storage" signs. The "Mechanica" seen in the image was originally intended for the Gunsmith Shop, but can only be seen in the Bull House Impound along Chen Lin's tools in the final version of the game.
Bioshock Infinite Removed Building Lettering.png|The cut signs.
468px-Pepper.png|The "Mechanica" sign's original location.
===Logo===
The logo for BioShock Infinite went through many changes during development. Even in the later stages as can be seen that the logo for infinity was removed and the word "Infinite" was put in it's place. The logo design and vector image are by Michael Swiderek. Color material and lighting by Chad King. 
BSI-dev-logo-04.jpg
BSI-dev-logo-05.jpg
BSI-dev-logo-01.jpg
BSI-dev-logo-03.jpg
BSI-dev-logo-graphic-before.jpg|Vector logo with infinity symbol.
BSI-dev-logo-graphic-after.jpg
===Hovercrafts===
====Early Development Gondolas====
Several hovercrafts were designed for the city of Columbia, for transporting of citizens and cargo, throughout the various development stages. Many were conceptualized during the "City in the Sky" or Art Nouveau-era, which were not finalized as the development moved away from that concept. One of the cut models for the gondola would have been operated under a cut business named "Magnus Volk Aërial Transit Co."
Early Air Gondola Studies.jpg|Early Gondola studies during the Art Nouveau stage. Original Sketch by Nate Wells, concept studies by Chad King.
Unused Air Gondola Model.jpg|Finished Art Nouveau Gondola model.
Harper's Grocery Demo Prototype 3.jpg|The finished Art Nouveau Gondola blacked out in the above image.
Early Gondola Concept.jpg|Early Art Nouveau-era concept art for the gondola, by Chad King.
Early Gondola Concepts.jpg|Early Art Nouveau-era variations for the gondola's design.
====Beta Pilot Automaton and Hovercraft====
Beta version of the Pilot Automaton and the basic hovercraft was made before the final designs were chosen, by Mauricio Tejerina.
====Airship====
Another airship that was supposed to be seen, and possibly used by the players in cut Spec-Ops multiplayer game mode. This airship is of a slightly different style than the ones in the main game and resembles a steam powered launch of the time period. It is unknown if this airship has a connection to the Gondola as it seems to serve a similar purpose. It is possible this airship was created specifically for use in Spec-Ops.
====Flying Cruise Ship====
This large civilian airship has a resemblance to a Mississippi Paddlewheel Steamer of the 19th Century. There is no solid information on this craft but the size and layout suggest that it was for tours or day cruises around Columbia. The styling of the craft and the dark, cloudy background suggest that this model was created early in development when Columbia was more "Art Nouveau".
===Pineapple Model===
A 3D pineapple model was made for the game, but was not used. In-game, pineapples can only be looted from containers and display a pineapple icon. The unused model can be found in the game files.
Pineapple render.png|The unused pineapple model.
Infinite eat.jpg|The unused pineapple model seen in the BioShock Infinite Strategy Guide.
===Mailboxes===
Developer Mike Snight made two mailbox models which were not used.
BioI Unused Mailboxes.jpg|The two mailbox models.
Shantytown concept art 2.jpeg|One of the mailbox models can be made out in this early version of Shantytown, right above the yellow building.
===American Civil War Military Equipment===
Developer Jonas Ronnegard made several models for military equipment used during the American Civil War,Jonas Ronnegard's ArtStation based on the Infantry Branch kepi model which was used during that war. The set of models also feature a spyglass; binoculars; a powder horn; a saber based on the Model 1840 Cavalry Saber/Model 1860 Light Cavalry Saber; a weapon similar to the French Model 1942 Carbine Bayonet Sword and a type of socket bayonet. None of these items made it in to the game (although binoculars and swords are present, none use these models) and the American Civil War is only referenced, mainly through Abraham Lincoln.
===Chess Marble Statues===
Developer Chad King made at least three chess marble statues, depicting three game pieces from the board game Chess: The rook, the pawn and the knight. Any further information about the use of these pieces are unknown, however, Chad King categorized them under props, meant to be used around the city of Columbia.Chad King's ArtStation
===Watermelon===
As evident by the its appearance in the BioShock Infinite Strategy Guide and other sources, watermelons were intended as a consumable in the game. Although the model itself was used, Booker can not interact with it and serves only as a stationary object. Watermelon models can be spotted in the Grocery at New Eden Square, as well as The Watched Clock and Paris during the Burial at Sea DLC (also as stationary objects). Rotten watermelons could also be found which caused the player to loose health when consumed.Found in the files of the leaked 2012 Beta build of BioShock Infinite. 
Infinite eat.jpg|The watermelon, seen among consumables in-game in the BioShock Infinite Strategy Guide.
==Canceled DLC Created by 2K Marin==
After the release of BioShock Infinite, 2K Marin was given the task of creating the first DLC for the game, but it had been reported that the work done, which supposedly had a section of Columbia set in the ocean, was not up to standards. This project was canceled and Irrational would take over development for the first DLC, Clash in the Clouds.The final years of Irrational Games, according to those who were there on Polygon.
Eddie-del-rio-control-room-final-characterdesat2.jpg|A control room for a section of Columbia. By Eddie Del Rio.
Eddie-del-rio-07copy.jpg|Street concept near an industrial area.
Eddie-del-rio-floating-city02.jpg|A massive Finkton-style industrial complex.
BabbLabConcept.jpg|Concept for a location called "Babb's Lab".
FlintsLighthouseConcept.jpg|Animated signage concept for "Flint's Lighthouse".
==Untitled BioShock Infinite Novel==
On April 5th, 2015 Ken Levine posted on his Twitter account that he had received the first draft of a BioShock Infinite novel from the writer Joe Fielder.Ken Levine's Twitter post on receiving the first draft An inquiry to Joe Fielder in April of 2017Joe Fielder's Twitter post on BSI novel indicates that the novel would have been about Elizabeth's time in Rapture leading up to the events of Burial at Sea. Given the lack of new information on the novel, no official announcement about a novel from 2K and the phrasing of Mr. Fielder's response, it seems the novel has been scrapped for the time being. A later tweet by Mr. Fielder keeps the possibility of the novel's release at some future point of time open.Joe Fielder's Twitter
==References==
ru:Удалённый контент в BioShock Infinite
Category:Removed Content
Category:BioShock Infinite Removed Content