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The Behind-The-Scenes Story Of The Artwork-Model Swap That Saved Borderlands 1

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September 1, 2025
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The Behind-The-Scenes Story Of The Artwork-Model Swap That Saved Borderlands 1
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Again in 2007, Sport Informer put an upcoming first-person shooter from a lesser-known studio referred to as Gearbox Software program on its cowl. The sport was from a brand new IP referred to as Borderlands, and promised, as the quilt’s tagline mentioned, to mix ideas from motion/RPGs like Diablo with the post-apocalyptic setting from collection like Mad Max throughout the wrapper of a first-person shooter. The sport regarded promising because of its tight gameplay, genre-melding ideas, and promise of hundreds of thousands of weapons. Nonetheless, there was only one drawback: Borderlands and Gearbox had an enormous id disaster to handle as deadlines quickly approached.

The Borderlands that existed in 2007 – the one Sport Informer plastered on its cowl and devoted 10 pages to within the September situation of that yr (learn the complete unique cowl story right here), shortly after abandoning the codename “Pandora” – took its Mad Max inspiration to coronary heart. Although the group collaborated with Ron Cobb, a famend artist who designed aliens for Star Wars, plane in Indiana Jones, and did manufacturing design on Conan the Barbarian, the unique artwork model did not really feel proper, and it was turning into more and more tough for the event group to disregard. 

On the time, Gearbox was recognized for its work on ports and content material for collection like Tony Hawk’s Professional Skater, Halo, and Half-Life, in addition to its Brothers in Arms collection. Borderlands, regardless of being a first-person shooter, appeared like a giant gamble by comparability; it wasn’t in keeping with the military-shooter subgenre that was experiencing a surge in recognition round that point. It was an all-new IP and an unconventional mixture of genres in an area occupied by heavy hitters.

“Earlier than we launched it, there have been lots of people going, ‘Effectively, cute, however it’s a post-apocalyptic vibe, and id Software program is making Rage and Bethesda is making Fallout. You guys are screwed,'” Gearbox co-founder and CEO Randy Pitchford remembers. “We believed in it, however lots of people imagine in issues that do not work, so are we tricking ourselves?” 

As improvement and conceptualization of the unique Borderlands started in 2005, Gearbox got here up with six completely different artwork types to select from, starting from protected to over-the-top. With such a crowded area of video games that appeared related, Gearbox initially opted to play it protected with the artwork model. “If we’re simply alone, and we have now to get one thing out, and it’s not what we’re relying upon for our personal livelihoods or for the livelihoods of the individuals we care about round us, we will make artwork and if it doesn’t work, cool, as a result of that’s not why we’re making it; we’re not attempting to promote it, we’re making it as a result of we have now to really feel it,” Pitchford says. “There was, I believe, a second when, ‘Man, it’s sort of bought to be realism or there’s simply no market alternative.’ And we did it, however we knew it wasn’t precisely proper; it simply wasn’t precisely proper for what the feel and appear and vibe of what Borderlands was presupposed to be – it didn’t match the gameplay.”

The group at Gearbox took a protracted, exhausting take a look at the gameplay, narrative, and visuals to find out what wasn’t fairly clicking. The grounded, gritty look they initially went with felt at odds with the over-the-top motion that noticed player-characters leaping sky-high and enemies exploding when gunned down. Moreover, there was an actual concern that what they thought was the “protected” selection – the grounded artwork model – was not protected as a result of inflow of video games with a brown shade palette and post-apocalyptic visuals that emphasised realism. 

“I used to be interested in the venture in Gearbox in the beginning due to a number of the extra grounded, darker vibe; I had by no means performed a first-person shooter in a post-apocalyptic world in any respect,” Borderlands 4 artwork director Adam Could, who was a personality modeler on Borderlands 1, says. “I used to be all gung-ho and excited for it, however then, as we have been engaged on it, different issues began popping up, and we began seeing a number of the artwork model, particularly when Fallout [3] was first introduced, and we have been like, ‘Oh crap. We’re in the identical visible area that they’re.'” 

As a part of the artwork group, Could sat subsequent to Scott Kester, an idea artist for Borderlands, who loved doodling throughout his downtime. Could describes Kester’s sketches as “illustrated graffiti,” and a type of fast drawings caught his eye. The character depicted in that eye-catching drawing went on to turn out to be Captain Flynt within the recreation, however extra importantly, it sparked one thing throughout the artwork group. Working alongside Kester and artwork director and government producer Brian Martel, Could translated the distinctive 2D sketch model into 3D recreation artwork. After seeing it on this new kind, Could and the remainder of the group knew what needed to be carried out. 

The artwork group approached Pitchford, acknowledging that they have been up towards tight deadlines (particularly their Alpha milestone) and requested him about changing the grounded, reasonable artwork model into one which veers nearer to a residing, respiratory comic-book model. Off the cuff, Pitchford gave them permission to discover the thought, however instantly regretted it.

“They’re like, ‘Why don’t we simply sort of go off to the aspect for a minute and see if we will mess with this and determine it out?’ I’m like, ‘Okay, I’ll offer you two weeks,'” Pitchford says. “It was, like, 5 guys with two weeks to go fiddle with the look and the texture, and I instantly knew I made a mistake. I used to be like, ‘S—. We’re attempting to get to Alpha, dude. There’s a enterprise right here. I’m answerable for different individuals’s cash. I’m going to let these guys spin for 2 weeks, which suggests they’re going to be much more invested in what they’re doing, after which I’ve to go in and take a look at what they did, and I’ve to shoot it within the head. That’s what’s going to occur right here. Son of a b—-. I’m an fool. Why did I try this?’ However there was one thing in my coronary heart that knew that we needed to not less than take a look at and discover. I knew we weren’t proper.”

Could was part of the group that Pitchford despatched to analyze this new artwork model, which resulted in plenty of forwards and backwards because the artists debated on the proper stage of element and exaggeration, in addition to the sorts of silhouettes and shapes they needed to kind with these new, extra cartoonish character fashions. 

These two weeks handed, with Pitchford dreading the dialog the place he would inevitably must shoot down the exhausting work he had approved the artwork group to spend a lot time on. However that is not what occurred. “Two weeks go by, I am going into the assembly and, it, it’s f—ing proper; It’s proper,” he remembers. “It feels proper. And it’s like every part we knew about what was unsuitable was confirmed after we felt it was proper.”

Pitchford knew it will take a herculean effort to drag this off, each from the enterprise aspect and the event aspect, however he trusted his and his group’s intestine. “We have been already taking each threat: We have been going out on a limb with design, we have been going out on a limb with the universe and the story, it was a brand new IP; like, we have been taking each threat recognized to man,” he says. “‘F— it, let’s do what our coronary heart says is correct.'”

Absolutely satisfied to redo all the recreation with this new artwork model, Pitchford needed the group to get to work straight away. Nevertheless, first issues first: He wanted to get approval from the writer, 2K. He flew from Gearbox’s headquarters in Frisco, Texas, to 2K’s workplaces in Novato, California, to satisfy with the writer’s executives and advertising and marketing group to pitch the change. Though there was some pushback as a result of impending deadlines and a protracted improvement cycle that exceeded the preliminary plans, Pitchford was capable of safe the complete assist of 2K.

“I wouldn’t have carried out it if I didn’t know that between the advertising and marketing group and the publishing group, and even [then-2K president] Christoph [Hartmann] himself, the management of 2K, they actually have been with us,” Pitchford says. “If I didn’t imagine that was the case, one thing else would have occurred. So we did it collectively, however I needed to actually put myself on the market. It was fairly thrilling.”

Borderlands

The brand new artwork model featured daring strains, exaggerated proportions, and extra vibrant colours

Explaining to and convincing 2K to permit Gearbox to utterly revamp a recreation that was almost prepared for Alpha was difficult sufficient, however now Pitchford’s group had an much more daunting process forward of them: truly pulling it off. Regardless of many believing it was the proper name, not everybody was on board. “We misplaced a couple of individuals throughout that artwork transition, as a result of we had lots of people that have been enthusiastic about doing one thing that regarded fairly grounded and reasonable,” Could says. “There was just a few forwards and backwards, and even I struggled slightly bit. Like, ‘Is anybody going to take this severe?””

Amid worries that players would not discover the brand new artwork model mature sufficient, there have been additionally considerations in regards to the quantity of labor the method would entail. After I ask Borderlands 4 artistic director Graham Timmins, who was the lead stage designer on the unique Borderlands, his first thought when he discovered in regards to the impending transition, he rapidly says, “F—ing insane.”

“We had already been engaged on the sport for a number of years at that time, and never solely did we alter the artwork model, we principally threw out all the ranges – I believe solely Trash Coast and, like, one different stage made it by way of – every part else, we remade principally from scratch,” Timmins says. “From January to, like, August or September of that yr, all the stage designers – on the time, stage design, mission design, and stage artwork have been all just below ‘stage design’ below me – we rebuilt the entire recreation to match the brand new artwork model from that point. It was an extremely intense time, and we have been like, ‘What the hell are we doing?'”

Borderlands

Even when doubts and anxieties crept in through the course of, as Pitchford, Could, and Timmins questioned in the event that they have been making the proper resolution, all of them arrived on the similar conclusion: completely. “We noticed the prototype that Randy and another individuals have been engaged on, and it gave us the perspective that the degrees have been lacking,” Timmins remembers. “It gave us the character, the vibe that was lacking. So, it was like, ‘Effectively, that is higher. We now have to do higher. Simply because what we have now exists doesn’t imply it’s good.'”

Gearbox set to work on not solely rebuilding the world and its characters with this new visible aesthetic, but additionally creating new characters. Round that point, Gearbox determined so as to add a fourth playable Vault Hunter, Brick, making him the one unique Vault Hunter to have solely existed within the new artwork model. The brand new look additionally led to Gearbox creating what many think about the mascot of the Borderlands franchise: Claptrap. Martel needed a likable spokesperson who may soften the seriousness and grittiness of the world, in order the visible id modified, so too did the narrative and world id.

“We began to determine, ‘That is what Borderlands is. I can lastly see it. We now have an ideal artwork model that represents the perspective,'” Timmins says. “All of the steadiness was coming collectively. So, it was a really intense time. It was loopy to see, principally, an entire recreation come collectively in a matter of months and ship it. It was a extremely particular time.”

The Psycho has been used on the quilt of each numbered Borderlands franchise

One other noteworthy change got here within the look of the now-iconic Psycho enemies. Initially depicted with respirators and goggles, the artwork group later refined their look to the recognizable masks which are featured in every recreation to today. And true to the franchise’s new id, the inspiration for the Psycho masks got here from an unlikely and humorous supply. “I believe it was our outdated artwork director, Jen Wildes, who first pushed us to push the model and tone,” Could says. “She instantly began speaking about ball-gags and stuff, in order that visible large, spherical circle within the entrance was truly impressed by a ball-gag. We thought a ball-gag was in all probability slightly an excessive amount of, however one thing like a giant, bladed respirator within the entrance nonetheless had the identical vibe and really feel and bizarre wackiness to it with out being so on the nostril.”

These masks have additionally appeared on the field artwork of each mainline Borderlands title, giving the Psychos a rightful declare to be the collection’ precise mascot. In keeping with Could, the elevation of the redesigned Psychos to perennial cover-art star was carried out in collaboration with 2K. The group felt the punk-rock stylings of the Psycho have been indicative of the brand new perspective Borderlands had adopted by way of this overhaul.

When Borderlands launched in 2009, it bought in extra of 4.5 million models over the course of its first a number of years, spawning myriad sequels that construct upon and evolve the artwork model established by the ultimate model of the unique recreation. Whilst know-how has developed, the artwork model established in 2009 continues to affect the course of video games within the franchise, and the hanging aesthetic has turn out to be as synonymous with the franchise as Claptrap, Psychos, and looting. Borderlands 4, regardless of being probably the most vibrant and ecologically various entry within the franchise, nonetheless possesses an apparent iteration and evolution of that Borderlands 1 launch artwork model.

Borderlands 4

Borderlands 4

For Could, the shift within the visible stylings was a major a part of that success. “It was completely instrumental,” he says emphatically. “The issue was that so many issues have been popping out. We have been an unknown recreation, an unknown firm, engaged on one thing, and on the horizon was Fallout. So there have been positively similarities there, and I believe we might have in all probability been misplaced within the noise. You could not not take a look at it as a result of nothing else regarded something like that on the time, so at a naked minimal, it bought the eye that we would have liked early on.”

Though the workdays have been lengthy and aggravating, and the last-minute change brought on greater than its fair proportion of stress, in the present day it isn’t even a query of whether or not the group made the proper resolution. As a substitute, now you can hint again to that call as one of the essential turning factors within the historical past of considered one of gaming’s most well-known franchises. And when gamers hearth up Borderlands 4 this month, they will have the ability to see the final word realization of the fateful resolution made by a small group from Frisco, Texas, greater than a decade and a half in the past.

“It was insane that we did it, however it was completely the proper name,” Timmins says. “I’m very pleased with the franchise and seeing the place it’s come from: a primarily brown dustbowl planet, to this huge universe now with every kind of media behind it that we will discover. It began in these handfuls of months again in 2009.”



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