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FOREWORD Coe een eee eae en ete oe See ee re ma ede eee ae ee ee es ow do tke an immensely beautiful and unique at style and improve upon i? How do! add snow, gras, and lvato Pandora baren wastelands without Cee eae eee ied Or cae ee {Instead | had the pleasure to direct an amazingly talented group of individuals who rose tothe challenge and made Borderlands 2the incredible experince that it Cer ee er eee Cee eee eee nen econ eee ee ene eee eee ee ees who routinely asked forthe chance to improve an asset eventhough thay knew it would mean a ong night of work ahead. Mast, though they are the kindof Seen oe oes "Mary people might assume that in a game where visuals area the for, much oft look must come fromthe At Team. While we do have a big impact onthe Nae eee eee aera eee ee eee ne eee eee een a ee ee nL! ee ee ee ee ad Coenen ere nn ee ee ead layers to explore. We owe much ofthe final ook and fel of Pandora to ther eles efor. Soe ee eee cee ae ania SoC ee nd Red oc Co Co Ce Teo Cod a er) os Pee Cy coy ETT ees 2 78 124 168 ra od oa 264 2m ale Coen ee eu ee) ‘extremely talented people contibuted tothe projet. The concept art style orig u e Borderlands to be that was more to be immediar a bevy of post-op: The game's iden r the same time. the game needed a stu! Ais we thought we wanted the g mind us of wh pas we looked at y as that kept ¢ concept art vas the cry at the time. > 0 look like a living ve th at art w of the game t So artists, level designers: to play. realize the look we we We wante The diffus machine-like pre Mustation Cpa esau tea) RENDERING THE SCENE Co ee ee ed ee ea photorealistic lighting found in many moder games. We feet twas this bend Ce acd Sais See ee eet cn) CO eet ne Tos Cee et ee ey Pee eens ‘And the more autandsh the design direction from game designer, the more Cee ee ed Cen es Ce ener cay Dee en ene See eee Mee eee ed See ec et eo Teak Cee [Kevin Duc Let re ue ad [PAINTING THE TEXTURES} PAINTING THE TEXTURES A Start with low contrast base texture £,Overay the UV layout so we can se the shape ofthe mesh C. Block n base coors and other materials Add inks and ambient oclusion baked fr . Add detal, wear, and doa color balance F Layer i ighghts and shad the high oly mode eee en ee Ee eee eee Tay Hangs ever rame! Objects that never mave are craw n dark cyan, wile Bbjets that can move are shown in pink. The grey creatures you can make out Cee ee eee one eet ee) ? eas (a ee eee ee ee ay Ca Se eee eee ener Rae ermal mimeienieeinoenrea fenet Motes ths ect es ot terreno te backround goes 2s Sa Ty ee et teat Cee ee ee Ree Le ea ene Cee eee The net ayer in our rendering process is known as “Ambient Oe ee td De ee eee Ce ee es Ey Cee ec ae eee et a ee ee ty Cee and ee a ert eek eetety See eas Sane ee ATH [AXTON} capable when things get Visual, Aston was meant to communicate a clear gamepl romise: you're a fan of military sho and-potatoes, hooah-spouting Firs brunette hard first, they marine-ype videogame pr cate some intresting the Da military surgically implants thir ank ifr int the lsh of tei solders). “All of he aractors have litle bits of who they are attaches tothem, relish inthe ite touches, From his excite’s weding ring on his necklace to his military rank bote int his forehead. CHARACTERS [AXTON}———} B a at dep —— Commando Concepts [Scot Kest — Z\ik ui a SoS CHARACTERS [AXTON}— oe a _ Commando Concepts ster] To Commando Models (ada fehaving a dificult s much ike 20 [AXTON} AXTON'S TURRET -atons Sabre Turret was designe, both visually and mechanialy, to make Roland's Scorpio Tutt look tke a PEZ dispense, "Whoever sad a dogs a mans best ren,” Adam May says, “obviously never had a deployable tre. I make ita point not to reference other video games in my designs," concept designer Lorin Wood sas, "So | sought inspiration from other elements of military ‘and popula culture, then mined in ome rocket launchers and leg fr good measure." “Turret Concepts [Lorin Wood] Let ‘Commando and Turet Model (Adam May, David May] Right [sauvapoR}—— tuk fake Wort Adare flow Mier ) Ak let - Ken we, * - pillow fue unzerker Model [Adam May] Left ‘Gunzerker Concepts [Soot Kester Right [saLvADOR} Fell \ietbts Guy - Yin foc a Starry Tiedt Bee/ \] Despite his relatively simple gameplay premise, Salvador’ class name changed more often than anyother playable character. First, his class was called “Mer,” unl he team decided that was too bland, Then, “Gunslinger” The, finaly, "Gunzerker” to convey hs status as an evolution of he Berserker class fromthe fist game, ‘Much of his design ls revolved around creating aestinctive shout “In Bordertands 1 \we nad Brick, te big tough gu.” Scot Kester says. Ths tie around, we wanted another big guy but dit want tous a similar boy type So we sald, Lets make a itl big guy! From the start we realy wanted to make a more compact character wth Sa: short and stocky, and totaly bad.” Gunzerker Concepts [Scott Kester It’s true, the little dude loves UT Ee EAE UT TTS Le hI that other companies might nat are asking more questions than ts tue, te ite dude loves his big guns,” Adam May says. “But no, he's not compensating recat ae ———————— a —_— 3D MODELING AND TEXTURES Cee ee ene ee a et Eta) ashe was tll, proportions were allover the or uble cee Bee eo cece Cy ene ae eee ee ees ee en Pee Eo ee F a ed eee ec ee et 3 ; CHARACTERS [SALVADOR] ah aie) ee anne) hough you may > could ever rock Monawk ke our man Salvador BS eC CT Ta Ae Cae TEMES EES Oe Ph) — Adam May wr ane Dien See MAYA CONCEPT ART As the only returning class from Borderfands (in name, at leat), the artists had an interesting challenge in designing anew Sire: how do you take Lilth’s mystical, yet down-ta- art appeal and transateitnto an entirely new character with ete ?*Maya was defintely a dict bu fun problem to work on,” Adam May says. "Everyone had ideas to share on what would make her look coo, Problem wait was never the same asthe person before them, th Maya the team endeavored to make her fel as dstnct from Lith as possible, wil sti isplaying the unique characterises that define her asa Siren, “Lith was so loose and casual, and we wanted Maya to fee clan and together, professional” Scott Kester says. "We started ina more sc stant; it fl too contrived, so I started adding more and tetures to her design.” Wher Lith was casual dressed, fo instance, Mayais wearing (admittedly sleek) combat armar. Maya was also designed to appear more in tune ith he Siren heritage than Lilth—as you can soe, Maya displays her Siren tattoos ‘prominent. Does she a this to strike far into her enemies? Because her tattoos need to be exposed inorder for her Siren owers to work? Or because it looks totaly badass Probably the last thing s Maya femal po her anne but utimately capable and can Hold their hot ils," Kester says. n counterpart to ih Lilth am May. ~ ~~ » ¥ [naval SIREN FLAVOR u = s = a z a c a 26e6e¢eo0 [zero] ZERO CONCEPT ART ‘meant to embody the archetype 1 looking for hints about Zer's true though, yo ans notoro il uimaly and alts ina Then again, maybe no rears. ye Popa a = eing eds ox Vea ey oo we eens oe Co eee) rR! eeack we got when en en song Mayas" ust ep ke a bal ufo the front Ly i sword Cnet Assassin Model Notes and Concepts (S : Jam May) Kester] 1 aise ae 7 3D MODELING AND TEXTURES Gee ee aad some subtle things and tweaks to the design to ask questions. Zer0 only Dee een Coen eee ee pe a ned answers made Zer0 more interesting. The face shows nothing—it was Cn Cec tem Coon en ee eee ee enc ee ee Pre eee eee eT De ee ee eee cee eer en ee ec eee See eee en ee Ree Cer eee ee een De ee one ae een te et ee cee See Se en ee era aisad ZEROSPEAK jan SE ae afm ORE BN... | = )s TE aR HWS) FQ ISNA (> FIM ENG Ty Tn a RS A Sounds cool to me. 99 [NPCs] pompous Jack Model Jack Concepts Andd el Goel, WEA IWC Fe A Drae- Claruty , Porge lie A, then dle, GA alo an atl wolcle i) 2 FA [Npcs} — 3D MODELING AND TEXTURES sacks body ded more of it stuck, tft as enough—Ihis is B to completion it id fel ke | state drawing these word prosthetic f xtra bit of personaly he key was harmonization with human anatomy and sy show characteristics of Handsome Jack as a hero of Opportunity." Damian Kim says. “We wanted to exaggerate his chin and healt ith a slighty skinny lower bod looking upper body His head and face is my favorite part of Jack. tried he came together fantastic tro his hat, to the 4 ack is your main enemy inthe game," Kester 3m the writing, ti compeling a a vilanas possible. He ‘Jack Models [Damian Kim th Ute TUTTLE) AON LET eM Td of flair, UT TES ge ae CO Se nee Re CLT REL TTA a co) [npcs} ‘more than 2 ive-action video and a voiceover the radio the at team met with some interesting challenges. We tried several itfrent looks to what Angel could rally nd look ke," Scot mental patient? Was she a weapon? It was fun to throw out rent ideas and ty to find the visu no the actual in-game Guardian ‘Angelis, and'hot ust seeing her as a distorted, live-action vdeo ears, . (3 a Pat . Te ric Cis >) | ree Pr ieee ete ee ene [NPcs} ELLIE absolutely love Elie” artist Matias Tapia says, ‘Starting the concept, | was unclear on the route she as meant to take, so unlike other characters I took 3s many divergent routes asl could, From midget to paraplegic, | was atrald of making a joke of and then taking ittoo far So olad that she b what she did, An honesty cool character & Elle Concepts [Matias Taia] ft, Next Page, Top Elle Models [Kevin Penrod) xt Page, Bott 58 PSA MAD MOXKI Seott Kester says of Moxxi, Pandora's most popular sexpo-stsh-tournament host, “She was ‘character | drew very quichy, having no idea she'd go onto become as popular as she is ‘day That sad, 'm happy people Nave taken to her | usually rebel against the hot time sexy ‘iin games but i's just such her character and who she is that it makes sense. Andi the design supports the character, wll i's a win in my book Not only that, but Moxa personality doesnt just end athe aciviousness,” Kester says Moxx! has a fair amount of dept in er character—she's not jut th hot one was oviginaly trying to convey that she's ashowgi bit past her prime trying to use wat she has to get by.” fingerless al i tecllh od wea hen /rate - yw fe Fhe é es he Jorese \ der Moots tre testament to good wamwor, says att Ada May. Ste was made a DLC craton sper ht eed, Dut Sot naes down real concept which made he modeling pat ty and en was ab todo anavesom jo texturing her with notin [spr She sion of ny fre caters Mors! Model [Adar May, Jenifer Wildes) Right Moxzi Concepts [Scott Kester] Above QUEEN OF HEARTS CARD jj QUEEN OF HEARTS ©") PLAYING CARD IMAGE ON BACK? TOO MUCH? MEGAPHONE : SCREEN PRINTED OR EMBROIDERED HER PISTOL NAMED "RUBI" ‘LESS CARNIVAL, MORE WESTERN STILL HAS SOME “CARNY” FEEL THOUGH. CARD/HEART THEMED. \ WAS HOPING THAT THIS IS FLYNT'S spars —A/” WOMAN. Za ( ) Moat Concepts [Scot Kester} ADove Pareles ss ‘Moxxi Model [Adam May] Right [npcs} MARCUS apons deal Adam May] Fi oe oe as INpcs}— = oe SI Sheri Concepts [M rit Mod Vat es ‘Reese “a [NPcs} roots to turn into a attention she got from Anthony [Burch lead writer] and Jramy Sepienect cnt ee mamma Cees aN N ra [npcs} SCOOTER i catchohvase-spoutin,car-txng, jstr-crush-having redneck isan interesting contradict despite his lous, ofthe mo a ‘Scooter Body DIFs (Liquid, Gearbox) Above Scooter Model ates 2339334 [npcs} ECHO CHARACTERS ’ ypical game docscript is actually much ‘more ambitious than customers would imagine, Tapia says. “But then there ae restctons and limitations, Not every character canbe uly ‘modeled and animated, fr instance MRS, HARCHEK So these characters where made fo that reason: to add something specific, to make something custom so the narrative ideas could be better communicated. Regardless of wheter it was for five seconds o longer, | wanted people to look Inthe comer of thee screen and know that Mrs Harchek, fr instance, was nat a ee person WILL THE BANDIT FIREHALK DOCTOR SAMUELS ECHO Character Concepts (Matias Tapia) 70 [BORDERLANDS 1} BORDERLANDS 1 CHARACTERS ts of the first game, te team fel 1 a visual redesign to show off how they'd changed i that time “Since several years had passed since Bor 1." Soot Kester say, “we wanted (representa change inthe original Vault Hunters, o tll mare of their story visual. Alot has happened and we wanted to show a bit of what each character has been through. It was important to show some change, but we didn't want to drastically change the main look ofthe characters ‘atthe original four Vault Hunt ne pont where you didnt recognize them Borderlands 1 Models (Ac Updated Looks fr Bordertands 2 [Scott Kester, Jenifer Wiles, Damian Kim, Kevin Pen Size Comparison Silhouettes (Jeramy Cooke] Next Pa m May, Jenifer Wiles, Brian Gozzens, Shadows In Darkness) This Pa rhareasi Ki PY to eo HT ha _— [BORDERLANDS 1} LILITH ‘ui toca ard to repre he as,” according to Kester Penrod Claptrap was created as both a nod ta frend of mine who desighed Pixar's WaltE character, an personal challenge to design the most 3 cou think of." says concept arti stu. was working on another project a the time and ie the ial sketch that stared ital, and named Zippy: | po asa joke, When | ‘the art irector, Brian Martel, saw the sketch an loved it. | eshed ou his design in meetings with Bian as we acted out his behaviors and dex a personality, Some of those deals, such as articulated were removed befor spades by David Edaings he provided the voc fantastic animators. Claptrap Models [Brent Hollon} 7 aS e439 an BLOODSHOT BLOODSHOT fare Uy amet Sie} i alae) STRONGHOLD eee ny Deen Ce ee ey cee rs Nek at ae) 5 aa ae Ut eh cel) ‘winter wonderland of faming scrap metal and blood-soaked snow ples, Lilt’sblod-splattered nome away from home, andthe air of he Cece SOUTHERN SHELF Se a nT) Pees leet a =) Se Se eee alee MEa eta ge) ia) alos or a ee en eee Ree rel A THREEHORNS - DIVIDE THREE HORNS - VALLEY TUNDRA EXPRESS st De Tiny Tina's stomping grounds. Bring a wardy-named creatures, Bloodshot Dam, anda whole lotta murder corn TE eee eter Dee EUs Sey 82 Oa ae) De en oe eee een a eC eet eC eco ace ad "We wanted to keep the thrown together fee of our other Bandit areas, bu use shapes and materials that refected the artic environment. teste ag een something that dew your ee, and conveyed a sense af ee ee See ee ee oc {or a major set piece and ‘wow moment," Kester says Ee Se ae nee ee eee eT ee eed i dismanting the boat and using those pieces to create Dragon rn el eson te a, hye a a i ) : Pe Rey Pee eS er Ree eared ragon Boat Concept [Scot Ki eagon Boat Concept Lorn ook ike betore it was beached. thought a recognizable tear ot anes, wasa good fundtion and (could ust. jeune some ofthe shapes to push itaway from anything found Bt ral e o _ ‘Once there was ag Balcony which he stands an aproprate place fora SOG Sey - re — CLAPTRAP IGLOO team knew they wanted you to immetiatly meetup with Claptrap after awakening in the tundra, concept artist began sketching out Claptap's new abode etches, | made an igloo ‘clumsily attached toto it would eesemble a house...h ice blocks stil ch | personally enjoy,” says concept artist Matias Tapia. eco | by level design it can often help to establish ce) | ee Secs ot Pe ompasitions forthe igloo at would hopefully look atthe binning ofthe game,” says Tapa. “The idea was to make it as noticeable a possible eee ey [ZONE 11 SANCTUARY ‘The friendly town of Sanctuary needed spec attention as itis, forall intents and purposes, the ‘only trendy town on Pandora. But italso needed its own visual identity and backstory, whic ‘where Lorin Wood came in. ike to have a backstory or scenario form designs ait allows me to evolve the des raturallyand add some history to why ites, a its purpose,” he says." came up withthe conce that one ofthe major manufacturers inthis univer santa massive mining craft o Pandora. The sip ops in from obit burrows in with its monstrous Als and begins churning out raw ore in is inter processing factory This one was abandoned for some reason and over the course af centuries fas eroded and covered by the elements When itwas completely submerged, various peoples and cultures of Pandora stowiy bul on top of ‘unaware that this behemoth lay underneat it ceven though there isan obviously man-made pinnacle in the central square with the words Sanctuary’ etched int it, Why they dint putt and two together is beyond me ‘Sanetary Concepts [Lorin Wood] “The large vehicle was an early idea | ha.” sa Wood. "Like Sanctuary these giant ring vet possibly war machines of some sor, were a0 OPPORTUNITY ees ete 2) See ee ee, ee Li Ce aes Ce ———— THE BUNKER THE HIGHLANDS Pe eee) a eb ee Sayers the abit to Cee en ee or they re dangerous. Bi Rel THOUSAND CUTS ata tale a) Ua See Cer OR ee ry Os Rite Oar nB eagle — De eC Cee ee Meaney ie See ae = — Bia talc Me) Si) Se nt CRE a er na Uc} and the city they called home, te player is thrust into als, yet dangerous, environment never before seen De ee a eee eT Se ec ot ed The Clifside research station was an idea for what a Hyperion presence might look like. We also explored rock Pore co Se ee nC eee tc) 98 ct ia th \ gate ge | SEQ agis® Toe Sw > Hy” want [ZONE 2} xers wows ave and encase them in ea ns Fridge Concepts Kevin Duc Top eS eee Jave/Shdent oon Cele y ski tre, Fondo 102 [20NE 2} THOUSAND CUTS ‘The Hyperion building atop Thousand Cuts was originally conceived of as Handsome Jack’ house, ‘says Kevin Duc. “Handsome Jacks fortress of solitude needed tobe both a stronghold and a reflection of his egotstical character. The architecture's pompaus, poured concrete superstuctures ina modern style. The ct complex needed tobe extravagant wil also refectng Hyperion’ cod, calculate design language. Clit Concepts [Kevin Due} Top Clit Concepts [Matias Tapia] Bottom Se LE C4) 5] —— + GYROCOPTER FACTORY AND JACK'S BUNKER DO ee Lc] Bee ee eu ele etc eds oe io Cet Re ree ans Ty [ZONE 2} ——_ WILDLIFE EXPLOITATION PRESERVE 106 Bloodwing Arena Concepts [Ke Centituge Concepts (Lori Easel ra Ta) a ee Se LYNCHWOOD ee Lymchwood Scot Kester] Matias Top ‘These concepts for Lynchwood explored how the eam could repurpose esting assets the bus, the cigar whe) to give the city new visual identity. The bus graveyard, in particular, stod out as particlaty cool Lynehwood Concepts (Matias Tapia] Above ‘Longwall Components [Matias Tp] Blow [ZONE 2} OPPORTUNITY yperion-bui ty of Opportunity future—that mig look as clean and shiny and unnerving * see around this hanging off the glass monoliths o arching ; 7 HYPERI®! 4 z ten : ie in Woe a oe oer a er eo al od rr) CR eer Geers Cec Dubai ot shore, so this was the perfect angle eer n) Ce ee ed ee ec a) [zone 2+—— CONTROL CORE ANGEL the midst of collapse outwards and robot and pulls ber up es sing from the our int Vog's Chamber Concepts (Kevin Du Por ee BADLANDS al dee lea taia) i Sate) Bice Meee ena (ela) eee eat Co ed ee ee (ZONE 3} FYRESTONE In bringing the player back newer, more perverted version of Fyrestone trom the original ame, the at team contrasted the older visual elements of the fst game with som rdertands 25 naw visual cues. think that hee is where the took of Eridlum was finalized, Tapia says. handle this pe of unique pollution and sign of exploitation (ading pumping machines and earac tion tubes forthe ater). Then twas applied to Borderlands 1 SAWTOOTH CAULDRON Original, Sawtooth Cauk internally 3 making the map an rk” adds Matias Tapia, eae aye rr es een Seen See ger See) ei ea SR ee tid Pe ed Se rr) TTR Borderlands is, quite simply nothing without its guns Lthether you're finding them. seling them, watching them pop out of a skagss mouth or using them to blow © psycho's face off, guns are the lifeblood of the J Borderlands experience Lahen it came time to improve UPON the 87 bazillion guns offered by the first game, the ten! could have taken the easy way aut—could have added a few more gun ports ond point jobs to the existing system before calling to day. Instead, they scrapped the entire gun system, and all the original gun art from the First game, and decided to rebuild everything—everything—from ‘the ground up. Youll see how the art team developed a unique look for each manufacturer. Youll see bunch of ideas that didn't quite make it into the game {a few of us still miss the bandit beer battle scope) But mainly, youll see guns hell of alot of guns. Oh. also, pretty much every Piece of commentary in this chapter comes from Kevin ‘Duc. We mention this just to save you the trouble of reading phrases like "Duc Says cand “according to Duc’ somand times that a blood vessel bursts in your brain. Iusteation Scot Kester) Right [BaNDIT} = 2 = s OVERVIEW ae The Band class of weapons was pushed by a want for us or to answer he question of wat type of weapons woud an ‘ isolated band, sting out inthe wastes, bul” We waned these guns took cobbled tgeer wth found abject, to have screws an ut and bs coming of at stewed angles, and atthe sare tine look dangerous. The design team wanted large capay magazine and the ett the atts imagination. ‘On our fist ght machine gun pas, we went real far nto the junky, cobbled together look” Due says. "We even bult our first scope out of beer bot. As the weapons system was implemented and parts began swapping wth other ‘manufacturers, we found that ou inal design language may have ben bit to scrappy Inter erations ofthe Banat machine gun, we tightened up some ofthe odd angles, and went with a sturdier loking design Bandit Explorations [Kevin Dc, Jeramy Cooke} Right Weapon Breakdown [Kevin Duc] Below [Weapon Breakdown 126 ASSAULT RIFLE The Bani gun were originally designed to have a apg, pieced together lok,” id May. “Ate afew designs came onboard we oped to go witha more streamlined agoressive lok. This heped the design to integrate beter wth other ‘manufacturers as wel as look ss junky. The orignal un was then redesigned and fit the updated Bandit asthts. Assault ile Concepts (Martin Savin] Above Assault ile Models [David May] Left Pa SE ee eee er tea er nen i a weapon rang foe hac eee oc [paNDIT} ‘SMG These SMG concepts show the reboot ofthe Banlt ‘manufacturer identity. We wanted these weapons to lok Sharp, strong and deadly. You can imagine the meta is pressed quarter inch ste, the kindof thing you could throw ‘of ofa building, pickup and stab someone in the face with ‘Wo stil wanted the homebui lok, but maybe bit wth abt ‘more sk than we had fist envisioned. ‘Since our weapons are made of pats that are procedural ‘mixed in our game system, we have to breakdown each weapon into ts component pieces. Here the individual parts that make up the Bandit SMG are called out forthe 30 att, ‘Once the nti design fora weapon is sled, our 30 artist, David May, makes a 30 block-in mesh foreach ‘weapon na cass We have to make sure that al peces in parcular weapon type it together. For example all bares ‘must attach tall odes in a functioning, aesthetically pleasing way. Onc these pices ft, | paintover Davids block-in mesh to provide avery accurate representation (of what the final model shou ook ihe,” Duc says ‘SMG Concepts [Kevin Duc} Right ‘SMG Mesh [David May, Kevin Duc] Below SHOTGUN Sen Sete 128 2 2 is ac ele same ea “The Bandit launcher and Band weapons in general were a special challenge ecause al ofthe crazy bandit De ee enue ue ead Ce en rete es eee ett : eco ata J - een PISTOL stetches we explored v ‘magazines. Inthe end, we went with a side ads mag and abig,double-rum magazine for rarer pistols Pistol Concept [David May, Kevin Duc] Right [DAHL — : DAHL OVERVIEW wit bit more rounded, owing shape. (ur original Oa assaut rit was intended as a bullpup design (2 magazine to the rear othe rigger), This presented problems with our parts swapping and animation concerns forced ust flow amare traditional magazine layout in future designs. n this breakdown image, you can see the use of {ital camo pattems to further push the modern itary theme DAHL valk sights, grip covers, ashilight, et, are al possible acessories for Dai. These sais, he the Banc exploration, were done beore we decided on universal Shared acessory parts explains Kevin Duc. ag Dal Explorations [Kevin Out) Top Weapons Breakdown [Kevin Duc] Mile Accessories Breakdown [Kevin Duc} Fight 130 r PISTOL The Dal pstalis our moder sty, ‘magazine fed semi-automatic pst This ‘meant designing the weapon with grip ‘magazine, aside, and both close and ‘open hammer contigurations. We ket the exposed ating barel and long, horizontal breaklne of our assault ile and sniper rie designs, and bult onthe adjustability aspect wit replaceable grip panels and accessory rails. Te arimaton of the pistol involved bath sed and open hammer design We riba these various load and fring sequences for our animators. These ‘ravings lp not only the animators, but also the modeler buldng the weapon. Thay lat the modeler know which arts canbe Jed together and which pats need to be feeloatng geomety. For example, the ‘de moves independent trom the rest the mode in both reload and ring, Pistol Concepts [Kevin Ove] Above Pistol Anime (Kevin Ou, Ovid May) Ua es on Srey Peo ee et Py eer Crete ee enero mere ee ees ee Assault ile Texture eee Assault ile Variations [DAHL SMG With the Da aestatic define by our assut i began exploration ofthe SMG. Te SMB continues to evoke the modern aesthetic wth ais, hp-up on sights, standard magazine, and ajstbity throughout rom the start, we wanted the Dah SMG tobe a bullpup layout. Since our grips and body sizes had tobe consistent ‘tom manuactre to manufacture, sting the goal fora bullpup SMG erty in the design process prevented any {ature completions” says Kevin Du C SMG Concepts [Kevin Duc] Top Let, Above ‘SMG ModelConcept [Kevin Due, Lau Midlevert SMG Models [Liui) cae i SMG Anim [Kevin uc] Bottom Let \When we design guns, we try to make them look ad behave ina believable manner. Ths means designing with funetion in mind. Forte Dal SMG, rounds are loaded into the bottom ofthe gun and fed up int the chamber The lt moves back ad forth, seating each ound into the chamber and expeling the spent caridge. Te nerior of he gun is described here showing the chamber tha each rounds ited into. The fring animation and reloading animations ae aso describes to our animators otha everyone inthe development chai la in how th ‘weapons funtion SNIPER RIFLE ee ee ious moving parts and animation desried to hep our tech animators the sniper ie,” says et. "Knowing what parts mave allow ld skletons and weight parts othe core mations and reloads change the weapon oe hareenrernnanten eit daa Cr Bp rr stot ott Dry BP Kevin Duc for helping me out th reeeenieie Te een Sued eae Ree aa or Seen an ee Pee eee ee ay Cee ee | See Te ee eee te oe HYPERION @ OVERVIEW Hyperion design language refets the austerity and high technology of Hyperion. We dew influence tr Clapraps lab-sided design, and appli these design tlements oft, acted surfaces and exposed tech internals to @ gun shape. & 134 135 ‘SMG ‘These are some of the st Hyperion weapon drawings We pled aot of Inluence trom Capra, and used fat sided, angular shapes. We also integrated our “wate pattern” metal panes, pul from some of our Hyperion architectural design, arly on we envisioned the Hyperion SSG as using a op-oading mechanism, ‘We wanted the scope and magazine {o rotate forward and sight eject ‘the magazin into the players hand. Wen te player replaces the magazine, the weapon retracts it andthe scope SMG Concepts (Kevin Duc} Adove [moves] backnto poston witha SMG Models [Livi Blow servo sound,” explains Due SMG Breakdown [Kevin Duc] Bottom Peace Tiare SHOTGUN See ey SNIPER RIFLE Shiper Rite Concepts (Shane Nakamura] Ab LuaKoes: Cryo? ¢ JAKOBS owns OVERVIEW Jakob represents Olé World craftsmanship mbeed with sight Borderlands ec. “Metal section are composed of forged and machine-cut tel and stocks and ris are made of wood. In these early awings, we explored a topoaded drum magazine tat st horizontally onthe op ofthe weapon. Ths valved Into the more traditional placement in the fia design.” Sta “SO kos Explorations [Kevin Du] Top Jakobs Exploration [Kevin Du] Mido ‘esthetics Pass [Kale Menges] Seow PISTOL nC) Oe ents Qo See ee ety nore ad Eee an See ee Ce ts eee eee ee en ee eer ti) ed Foon) ee eee eee aE ASSAULT RIFLE ‘Tho dakobs assaut rifle was one of our st Jakob designs. We pushed the Old Worl Cratsmanship concept by integrating plished woods blued metals, and siver and gold ins, The mechanism in the age whee! magazine is actualy five magazines in one rotating housing, With each trigger pul the ousing rotates to another magazine while loading around into the chamber. The Jakobs scope needed to ook both tratonal but also have aspects ota Borderands tech level. y integrating the sithes and imbeding atch piece, we can pull the scope design ito a mix of the two: Weapons Breakdown [Kevin Duc] Above Let lle Mode! [Ricky Oh] Adove Ripht Rite Seope Model (Kevin Due, icky Oh] Left (uakoBs} ‘SNIPER RIFLE “The dakobs sniper sour only bot action rl in Borderlands 2 Dependent ‘on which body variants present, te ile can also be a semiautomatic rite. We had to explore animations for both variants, Inclcing fring and reload animations” File Concepts [Vituous] Top File Anims [Kovn Du, Vituous) Right File Scope Model Vitus] Below ene Say Rei ed TE arching line bisected by straight hin cut. We looked at lot of mode eectrones and automotive design forthe shapes of Malian. ‘We made Malan’s magazines energy soures. ‘When the weapon is reloaded and the power source is removed, the wexpon I and its glous cin. When he new m inserted, the glows Hicker back onine and Tight back up.” says Kevin Du, ROCKET LAUNCHER uneher Concept SNIPER RIFLE Sniper fille Concepts [Robert Simmons] Fight (CTEDIORE! OVERVIEW = js Tesiore is our cheap, throwaway manufacture. : Wo use sim etal that suggest amass produced, vacuformed manufacturing process. We have in cheap, LCD displays. = tag i ‘edior Breakdown [Kevin Dv) Lett AUTOMATIC RIFLE ‘The Tdioe assault ile actually didnt end up making int the nal game, “The fist thing we dd was bull out the assaut te variation,” designer Matt Armstrong sys. “And then we planned out where he manufacturers would go an what they'd {ea ike, And it became clay, very quicy, that we's have to make hard decsions for memory reasons and to reflect personality as best we could And when we came down ‘hat path, weft ike Jakobs would do more Interesting stuf wit assault ies whereas Tedore assault ies might be mare ofthe ‘same, So we gave up Tio assault tes in favor of he Jobs repeater ites tion mold marks and Tediore Rite Concepts [ueramy Cooke, Kevin Duc} Above Tediore ite Variations [Kevin Dv, Liqua) ght 146 147 PISTOL ER [TEDIORE} SHOTGUN ‘The Tesiore shotgun perhaps best encapsulates the manufacturer's visual themes. I's perecty Rat, pertectiy boy, andpertectlydsposable-ooking—basialy ts Justa big, plastic rectanle hat ils peopl ‘Shotgun Model [3Pist) ADove ‘Shotgun Concepts and Variations (3Poit Aight Focket Launcher Models [Kevin Duc, David May, Vituous] Seow ROCKET LAUNCHER Di POSABLE ROCKET LAUNCHER Perhaps the most interesting aspect fof he Todor rocket uncher stat ‘twas designed ook asi, ‘could be a rocket, Since you throw the entire rocket auncher upon iting the reload button, the launcher isl had to ook ke something that could plausibly 4 through hear and explode upon ‘smacking into an enemy’ face. 150 OVERVIEW Torgue design i heavy influenced by WA ghar planes and big, beey engine blocks. We dre inspiration from tighter ara markings and applied these themes to Cur various Torgue rity levels Cowings and base materials ‘move trom rust stel to highly polished aluminum, Torgue Concepts [Kevin uc) Top ar Pistol Breakdown ro [Kevin Due] Aight vec PISTOL “The Trgue pistol embodies a meaty. age than ite sign.” says David May. “The concept artist, Kevin Duc created a stunning visual guideline which was terated on throughout blockout, high ply, and tw poly pases. ‘The Torgue pistol needed to be massive, We took advantage ofa monobloe syle shape in thatthe barrel is just as tal asthe body. This ves a massive presence to thepistol. Detain thatthe weapon is cut fom solid bile ste Pistol Anim [Kevin Duc, David May] Above Pistol Models [Davia May] Left AUTOMATIC RIFLE The pices making up the Torgue assaut rifle neded to lok extremely dsinct. Since any non-Torgue assault if with a Torgue barrel res rockets insted of ult, the Visual design noaded to erly communicate this fact. Upon looking at 2 Jakob repeater sil with aTorgue bare, the player is thus abeto, without een picking up the gun, know that hele wil spit rockets instead of ead. ‘Automatic ile Concepts [Kevin Du, David May] Left, Above ‘Aulomatic fille Models [icky Oh] At ‘Aulomatic ile Variations [Kevin uc, Day Srey hay “Rey “gy May] Below ro (CTORGUE! ROCKET LAUNCHER “The Torque rocket aun Rocket Launcher Concepts [Mitous] Right Racket Launcher Models [Uscod Christopher] Bek Rocket Launcher C Kevin Du, 0 View Torgue The Torque shotgun shows our engine block iftuenc inthe Shotgun Concepts [3Pont] Top, Below cuties ofthe body." explains Kevin Due “The cowings are used ‘Shotgun Concepts [Kevin Du, David May] Above nthe barrel an stock o coverup an interior substructure ‘Shotgun Concepts [Martin awkins] Let W444 444 [VLADOF} VLA OVERVIEW Vladot i pure Russian intuence: stamped seo, rusty bos, tal thin shapes, ‘We wanted very fasting ‘weapon, and what beter way to ine fast re cate than to use a Gating bare? While the VLAOOF Exetoration barrel worked, we also less recognizable el solution wth the Vlado! Explorations [Kevin Du] Aight ‘SMG Concepts [Kevin Dv] Below SMG ‘The Vadot SMG never survives the conept phase Early on, we dd conoept ar fra kinds of stuf,” designer Matt Armstrong sad, “And then it was just coming own o thinking, wat desiring fo the tale?” Vlado srg ate ke and submachine guns ar ‘high rate ffir’ So Vado submachine gun wouldn't actualy beng anything new to the table Assault ile Model [David May ult ie Anis [Kevin lt Rie Variation [Kevin Duc, Da 156 [VLADOF} VLADOE SNIPER RIFLE ‘When the detning characteristics of your weapons manufacturer are high rate of fread rotating barrels, how does that visually translate nto sniper rfles—a weapon type with a sterotpicaly tow rte of fie anda non rotating bare? Interestingly, the sper rifle ande ina place where i akes many ofthe visual cues fram an assault rife—he large cp, for instance—but stil visually reads as sniper ile ie Concepts [Raber Simmons} Fight te Made! [0avs May] Below PISTOL The Viaot pistol continues the mut-batel approach of the asaut rill, Te pistol is magazine loaded but athe than loading into the grip, we pushed the ‘magazine int a front postin. The scope is Russian influenced and uses a Cold War stl scope held in Place witha stamped see! base, Pistol Breakdown [Kevin Dc] Let Pistol Concept [Kevin Duc] Above Gee mele lea A eee od Chennai og Co ee (ee ey Vee paren ara eee (een tone aaa Jimmy Barnet. The launchers were under ety hectic deadline and demanded soma weekends and extra ove to pul. Kevin uc and David May da great ot wth he design and planning for hese wth next ‘om ime to dt. am glad the fort pai of because the launchers are some a my favor designs out fal the weapons Launen [simmy Barnett Above [e-TECHI 7 e-TECH OVERVIEW With e-Tech, we chose a Hyperion Inspired flap desig to bea consistent . theme of e Tech enhanced weapons. These fans were than iterated ino the shapes of various manutaturers who would nav censed the e-Tec technology om Hyperion. The design of our pistleTeeh bares based on Maiwans ieensng of e-Teeh. The typical Maliwan shapes are present, and the . ¢-Tech fas are attached ina high-tech, maneuverable ashen. PISTOL This sheet ilutaes pistol accessories tha re shared between alpisol manufacturer,” explains Kevin Ouc. “Thor placement and volume fs based on the last amount of intersection between parts. These accessories had to work on a varity of suriaces wih a varity of moving pats. Dave blocked out the placement and | paintes out the ira design over these blackouts. One of the un tings we realy wanted to bing back was bayonets on pistols ch Pistol Barel Concepts [Kevin Duc] Top Pistol Accessories [Kevin Duc, Jacob Christopher] Bottom 158 : SMG 5 eTech bare of ofthe Banat Tech Shotgun [e-TECHI —___— — SNIPER RIFLE Our Hyperion eT Hyperion designed cl as tobe our most high-tech snipe the tinal design Here you can se the various te sof fap placement, shroud amount, nd bore shape. every sniper scope Tech Sniper Rie Concepts [Kevin Doc, Shane Nakamura, 161 ROCKET LAUNCHER The eTech rocket launcher barrel is based on Vado’ leensng of the Hyperion technology These explorations show varius panel placement and sight vations on the cong desig. Barrel blows back : Flaps Rotate on firing (nce we decided on a design, we worked out the animation forthe tring sequence. In this image, you can see that we made the ene cowing sie back from recol on ting jacket Launcher Concepts David May, Virtuous) Top jocket Launcher Concepts [Kevin Du, David May] Bottom GRENADES} —____ GRENADES While the grenades inthe fist Bordertanas may have done ferent things, they all looked dental For Borderlands 2 however, the tam wanted o make the grenade types as sual stint from one another asthe guns are ‘grenades are boxy, Ban grenades look tke they uct taped together, and soon. HYPERTON VLADOF TORGUE - DAHL MALIWAN BANDIT TEDIORE Se foe ei ee ee it peek belt t iF i ogee 6G66 o%@e paod GREE © a TeDIO TLEE G6GG eee? £400 6666 a800 [SHIELDS} : SHIELDS ‘Shlld designs were als influenced by . i ‘ur weapon design languages, withthe exception of Asin and Pangoln. Astin ‘Grew inspiration from Japanese designs, andar the ont sie with a rounded profile. Pangolin, one ofthe strongest shield manuactures, uses the hexagon shape ofthe shied eect as influence, ‘ays Kevin Duc ‘Shield Concepts [Kevin Duc] ANSHIN BANDIT DAHL HYPERION PANGOLIN ‘TEDIORE ‘TORGUE vLADOF 164 166 [aro s CLASS Mops}—— AMMO ‘Ammo pickups needed a retresh for Borderlands 2, and we chase to use the manuacturer design themes in creating these pickups. Malian shapes are used forthe sniper pickup, Hyperion for thepistol, Viadt forthe SMG, Banat for shotgun, Dahl for assault rile, andthe explosive Torque for rockets. ‘Ammo Concepts [Kevin Duc] Top ‘Ammo Models [Kevin Penrod) Mace ‘Amma Revisions [Kevin Duc, Kevin Penrod) Above ‘Ammo DIF [Damien Kim, Kevin Perad] Right CLASS MODS eee oe stration [Scot that's the point of wielding Po? if you don't have anything fun to sho! (0 that. It's hypothetical onswe Fons of the fi Borderlands 9 many of Pandora's enemies the fle’ 9, the vertically-mouthed Skag~>* More variety.” they reque More cot they shouted. And re who were yr Don't answe ullymongs. the out the Goliath the most 0 So, turn the page—what are {You can answer t Crane en cs 9 F- 6 = 3 a =] a The Bulymong's arms were a particular challenge to sculpt an to model with animation 6," according to Wes Parker. "We wanted the place where they joined to ook ke 3 almost woven together, and not to stretch too bad when the arms ae in je region. There were a lat of intresting "Too Ht for TV" concepts running around ile After trying alot of diferent ‘solution, "we decided, forthe sake a everyone Ken do him, Bullymong Concepts [Scott Kester] Previous Page Bullymong DIF [Wes Parker} Right Bllymong Model (Wes Parker] Below Bullymong Model (Adam May, Wes Parker] Boom 172 (BANDITS: PSYCHO} = 5 BANDITS: PSYCHO you were t pick an enemy that players most closely assoriate with Bordefands, i'd probably be the Psycho. Below are some explorations of alternate looks tor our beloved meat bys. Inan effort to make the erent banat clan feet stint rom one another, the ar team created anew texture forthe basic Psycho, (Once you've had @ bloody Psycho run at you with giant, ed ‘ye tatlooed on his chest, youl know tat the Bloodshots are no dinar gang of rutfans. Psycho Concepts [Matis Tapa Psycho Concepts [Kevin Pena) Psycho Model [Trevor Car, Kevin en od) Above Right [BANDITS: RAT 5. MARAUDER} D> Sm BANDITS: RAT For the new Rat bands, the honing Rat Concepts [Matas Tapa] Top Rat DIF [Liguid& Shadows in Darkness) Mido Fat Models (Shadows in Darkness} Let e/a iSO i Cee! Co ey Cea Marauder Models atid (cae ACenCLn) —_@ Co ee Goliath Models Goliath Models BANDITS: NOMAD! — BANDITS: + NOMAD Wis Parker onthe Nomad, The Nomad was one ot the ist enemy characters ‘modeled for Bordorands 2. We had a had time trying to get him to not look dooy in his costume he ether looked too fat, or worly hourglass figured, Eventually, with hel rom Jeramy Cooke, | took it further into te '® shape ‘thats the current Nomad Nomad Concepts [Matis Tapia} 12 a Ah (@\t [VARKID 5. STALKER} ——— Padgce sccm Cnceteiser) VARKID ended up looking Hike the horalyngly deadly insects. Varkid Concepts (Matas Tapia} Above Varkld Cocoon Model [is Bayoayan Below 18% a STALKER Wes Parr describes the Saker as “Some sort ofa mix between a at | was the fist bad guy made for Bort oporioned monster, butt worked realy were my favorit part ofthe sci nrg sin esting way. His texture was also al of fn to mak 00, wth so many alr: Staker Concops (Matias Tai Tp, Mile Saker Models (Wes Parker] Above, Right — UTHRESHER} THRESHER 1 wast sue about the Thresher when | first saw the model," Wes Parka says, "but the second | ‘a wht animation dia with him, | was 80 pumped! Seeing him swim through the ground forthe frst ime was one ofthe ‘more satisfying moments in evelopment for me, Thresher Concepts [Matas Tapa] 186 [HYPERION LOADER} HYPERION LOADER ‘Once the tam knew that Handsome Jack andthe Hyperion Corpration were tobe the main antagonists of Borderlands 2 twas time to design some badass Hyperion enemies Lorin Wood says, “Iwas asked to come up wth something akin tothe dumb droid from Star Wars Episode pwns that would just come in waves against the player. liberal ited inspiration from my adolescence. You should be able sp, Robotech, The Terminator and Transformers itu ‘ur mechanical brethren The at director suggested further connecting these automatons to Hyperion; we needed the ubiquitous ‘yell’ We decide to remove the head module and shove the primary sensor inthe chest.” ‘Wood continues, “As these guys would De in vitualy evry environment under ‘every condition | had to come up with ‘some modular pieces that could be used to creat ently new variations ofthe base loader model. Most of them were italy inspire b site equipment “The ‘badass version had to visually read asa ferent beast allogeter, so | exaggerated the shoulder pieces which aed Increased height and girth to its torso to create a menacing profil Loader Concepts (Lorin Wood Loader High Poly Models (David May, K Loader Models [David May, ee sae ees HYPERION CONSTRUCTOR Constructor Bot Concepts [Kevin Duc] [HYPERION SURVEYOR 5. BNK-3A} a s g HYPERION SURVEYOR As the Hyperion Surveyor is more ota support enemy than a significant heat in and of set ede 0 ellect tats part inthe Hyperion “orl fit infuriating: yu leave a Surveyor alive for to long, ‘and even regrow tei ibs. iwi opal the Surveyor Concepts [Kevin Duc} Top Surveyor Models [rent Hollen] Above, Aight oe or oe Lowy “ped whi De UR) 7 De ITEMS. & PROPS hile the 3 e vironments care out hagging all the glory. its th of Borderlan ches items—the 2 Pandora The glint of And youll be like, “we fort went into d Lorin Wood making 0 sing! 9 your house and be like AHL will perso WELL N stration Scot Kester] Right [LooTABLES}- ee aE from the afore Da eee) al See) ad Ree en) ris wan crate. ove this ting” says Jimmy ee eee ae ese Me awesome great part about workin with Lorin is tha ne HES YOU fot of freedom. He loves to ite ie eer ety ee een 's roby absolute favor asso rom the whole ey ee een een a eee ee ee eee 7 for BEB was awesome one Sn! ore ee a ITEMS & PROPS [LOOTABLES] = =% ike now loot chests dedicate most oftheir space to mechanical shelves rather than the loot isl” says Jacob Christopher, “Think of al the foot that people are missing out on, Weapons Lockers Concepts [Lorn Wood) Left, Bottom Hyperion Ammo Crate Models (Jacob Christopher} Below 198 Se fe ues fe eo ane Pe eerie fee eee ITEMS & PROPS [LOOTABLES} says. "Aused outhouse wherein yo the tole seat and money poops ou and itis stil green somehow ‘Weapons Lockers Concepts [Lorin Wood} Left and Below Bandit Ammo Mo [det Sarret} Below Lent Weapons Locker Concept {Lorin Wood} Bottom pook HUT PROPS [LOOTABLES} BULLYMONG LOOTPILE Every ereature in Borderlands needs a “lot ple"—some sort of item the player can break open to get ammo, heath, and cash. Fr the Bullymong, concep artist Matias Tapia opted fora... somewhat stinky structure. People say that you cant polish a turd, but sometimes y pia says. “n this case, whole ple Lootpite Models [Kevin Penrod Ai Lootpte Concepts [Matias Tapia] Below 7 A le tt ; x Fy r i Pe ae on Ey [BANDIT STYLE} Der ee ad "aieleet : ar ae ) wv rf “4 5 ui . el A renee aaa — [BANDIT STYLE} jae sO h y(n iy eR tnt) Wrecked Vehicles Models and OIF [Brent Hollon} 208 Pump Models adi Modes (evan Git) Right _ THYPERION STYLE} BS ee ee) ots Se ee) eater ee ary Pent ee ere peste en rn i rf aT} a Seg, oe ees cee Be eC Sn et =— EMS & PROPS [HYPERION STYLE} = a Cee Cee ee ee SO ae eee rs ad a a Oo an ess eee ne ey eet ene ete Cee ee en Recon e ete Coa ee cnet ee EL) igger challenge here” enone eee re Pea Ce aa ar) 5 PROPS [HYPERION STYLE} FAST TRAVEL MACHINE At one point it was decided that the Fast Travel—the ubiquitous teleportation system thatthe player to quickly move aross the Dlanet—needed a visual upgrade. i the fist it was a pole with a dome cap,” says Lorin Wood. ‘Under the Hyperion regime of his ew Pandora the design needed to retlect that aesthetic, so | brought cout more ofa Claptrap inspired body shape, The scenario would be that these stations are shot in from the orbiting Hyperion platform and remain dormant unt the layer approaches, at which nt they elaborately unfold to provide direct Fast Travel Machine Concepts (Lorn Wood] Above Fast Travel Machine (BL1) (Brent Hollon} Below Let Checkpoint Model (BL) [Robert Santiago] Below Right 5 s. PROPS [HYPERION STYLE} GENERAL KNOXX'S CONTROL PANEL “General Knoxx’s contol pane from Border has a visually rad and gooty element,” Damian Kim say needed a mare serious contro panel pared to [the] assets of Be block out mesh rom the sito of General Know’ 3arting point fr [a new control panel of Borderlands 2 | checked rough ou ater exporting thi actual me and apjsted basic element such as scale and proportion, Aer | gota proper biock out mesh trom Max, I i ine 2D OB a RS aoe eR TOR BMH oeey d+ PAtaGH Pe RG Pay a 0 .G3OO SOOO MCC) SONIC = OOO SOO SOS CII Oe) ane Tee een eer ee Se ere cr Pee ecu ge Ck, 5 uf a ACNE Ss ae Sioa lens Ges Ae sa re ae A: iS Seen CARESS igle es ae PAPI Oa: Pe eNO Scie OF leisy aI eo Ae) 2) EMA ey erie} station Kester Right para 3 sak co see ee Ce ee gar ka A nn v4 Gee eo) [TITLE CARDS} - te Tew Aen? Fo ong time, te Sn Senet or Ce eee ers) ‘Asiona Text by Anthony Burch 2012 Gearbox Softwar, LLC, Gearbox oftware, Borderlands and their corresponding {10-24 Gaes nd he 2 Canes go 4 wraeatis Tale ntact Sot > In Alte tratemars ar propery oft rapt rs Al iced — (©2012 DKVBradjGAMES, a division of Penguin Group (USA) In. BradyGAMES® sa registered trademark of Penguin Group (USA) In. Al rights . Ved, neuding the right of reproduction in eo In part in any form. F Penguin Group (Us 800 East 96th Steet, Indianapolis, I 46 SBN: 978-0-7440-487.-2 Printing Code: The rightmost double-digit RN ‘number is the year of the book's printing; the ‘ghost sngle-digt numberis the umber afte books pining, Fr ample 11-1 shows thatthe at ring fhe book ocurred in 2 ‘ 1514 13 12 Printed inthe USA BRADYGAMES STAFF Publisher Mike Deer Eilor-n-Chiet H Leigh Davis Manager Digital Publishing Manager ons Manager 2 Beheler CREDITS Development Editor Jeoniter Sims S ttl Senior Book Designer keith Lowe eet oy Production Desig romney Jet Weissenberger Ee coral | ae Po & AC "| eee. ae * Oe cb De Pr et 8 eee Ce TUM Ul MO ALO om Crees ele) ans Le LNG Cel ere Cs(e(0 MEUM Se: LC 010) largest and most ambitious game yet. Borderlands released to both critical and commercial success, thanks in no small part to its addictive role-playing-shooter gameplay and its unique, eye-popping art style. Fast-forward three years. It’s September of 2012, and Gearbox has once again unleashed another action-packed, visually stunning, hilarious Pandoran adventure in the form of Borderlands 2. Over BL2’s three-year development, the team improved upon literally every aspect of the first game—including, most notably, the art. Fans of LeU mem ELC Oe SUS USE spectacle, and if you’re holding this book in your hands then that means we either succeeded, or you got this as a gift from someone STOMA aCe AOA A LL Nonetheless, we hope you enjoy this behind-the-scenes look at some of the art that went into Borderlands 2. As you go through the book you'll see commentary on our goals, our inspirations, and a few ideas that didn’t make it into the final release. But enough of this introduction crap—turn the page, and feast your CYR OSCE OCS lat SPECIAL THANKS BradyGames would like to thank David Eddings, Chris Faylor, Jeramy Cooke, Anthony Burch, Rich Fleider, Josh Viloria, and the rest of TUMOR em Cee ee ie en LULU Ue constant input and support, this project would not have been possible. | gearbox FV 4 kA GAMES $40.00 USA / $45.00 CAN / £25.00 Net UK C012 Gout Snr, LC Gare Sway, Bardens nd ther cesar ings re waders of Garba Some, UC i ec cere ill ee M A aL

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