Borderlands 2
Gearbox Software - 2009 to 2012
Genre - Multiplayer First Person Shooter
Role - Art Director
Responsibilities - Art Team Leadership, Technical Art, Product Design, and Game Design
“a bazilliondier times more badass than the original”
Borderlands 2 was a dream project made by a dream team; A once in a lifetime chance to take a great game and make it something even better.
ART DIRECTION
Making a sequel to an extremely popular game was a tricky endeavor. My approach to evolving the Borderlands art style and brand was to protect the wild, shoot from the hip, attitude of the first game; while at the same time, transforming the visuals and tone to appeal to a more sophisticated audience.
One of the most important lessons I learned as a leader on this project, was to not hold on to ideals too tightly. Instead, embracing the unique contributions of each team member made the art a, slightly chaotic, ruckus that always offered something new.
BADASS SALES!
Borderlands 2 has sold over 28 million units as of this writing. It’s truly humbling to have been involved in the cultural phenomenon that this series became. While this page tries to highlight my contributions, I think it’s important to note that the game was so special because of all the amazingly unique and talented people on the team. Almost every aspect of development was a collaboration, and it’s all those unique voices that give it such charm. Further, we could not have accomplished what we did without a studio that gave us the freedom, and security, to be able to make such a strange beast of a game.
We knew we needed to up our game when it came to guns in BL2. The manufacturers evolved adding new brands, classes, parts, and redefining the gameplay promise of each.
As well we wanted to increase visual fidelity, and brand recognition, while at the same time enabling designers to go hog wild creating tons of unique weapons for quests and legendary loot.
That meant rebuilding our approach to just about every aspect of the weapon implementation. I created new packing techniques, higher quality masks, tiling textures, rich color customization, decals, damage, glows, reflections and much more.
GUN TECHNOLOGY
Below is a small sample of the gun materials I created for BL2. One very challenging aspect of the manufacturer designs was communicating all the different important qualities of a weapon while still maintaining a brand identity. This was a big improvement over Borderlands 1 where guns and brands often looked very similar.
Another benefit to this new approach to texturing was that it could be applied, game wide, to Enemies, Vehicles, Gear, and Character Skins. Designers loved being able to tweak a few parameters and get a completely different looking enemy for little to no memory cost.
For creatures, in particular, I expanded the material to support making them physically thicker, thinner, and more or less muscular. I’m still kind of blown away by the weird Skaggs the designers were able to create with these tools.
One of the signature features of Borderlands is that when you drop a weapon or open a chest, you get to see the actual weapon. Most games take a shortcut here and show an icon or other placeholder to avoid having to render tens or even hundreds of weapons at the same time.
PC and Console technology had evolved since BL1 and we needed to support higher resolution weapon skins. This meant aggressively leveraging channel packed masks, tiling textures, and decals to achieve a great look at a reasonable cost.
One of the goals I set for the project was to “get the brown out”. I knew that if we stuck too close to the sandy tones of BL1, players could easily get fatigued.
The image to the far left was an early prototype I created to try and modernize the games look. Here I worked to create green, but jagged grass, dynamic cascades of tumbled rocks, and icy cold rivers cutting through it all. This prototype became the benchmark for new level designs, and was expanded to become the Highlands overworld zone.
This level was also used to test the new lighting and rendering features of the latest version of Unreal Engine at the time.
LEVEL DESIGN
I love being hands on when crafting experiences for players, and I was lucky to be able to split my time between Art Direction and content creation.
When I’m playing a new game I’m always looking to be amazed, and Technical Art gives me the opportunity to create those special moments that have players laughing and saying “how the heck did they do that?”
For Borderlands 2, my primary focus was to enable the rest of the team to go completely ham. This meant making flexible, powerful materials and pipelines that made it easy for them to create.