Gearbox Software Borderlands 3 Art Blast
Greetings traveler! Welcome to our ArtStation Art Blast!
We are very proud to present years’ worth of creative output that has gone into the 5th original title in the Borderlands franchise, Borderlands 3.
I was an Art Director on the first Borderlands. There I helped craft and establish the original prototype to prove out what would later become known as the Borderlands aesthetic. During that time and ever since I’ve been involved with the franchises’ direction in one capacity or another over the years.
As such, I’ve had the pleasure of watching each successive iteration of this aesthetic become more than what it was before.
You see, each team brings their own fingerprint, their own voice, their own addition to the style that makes Borderlands what it is. The aesthetic is this living, breathing thing that takes a life of its own and gives the franchise the attitude and uniqueness so many fans cherish.
That life is given by the many talented artists that have contributed to each title that has bared the name, Borderlands.
The Art Department of Gearbox proudly presents our latest iteration. Pushed to the limit with vibrancy, personality, imperfection, elegance, and humor. Wrapped up in a bow with the addition of PBR – it’s a testament to the hard work, passion, and heart our artists have poured into Borderlands 3. It is quite simply the most impressive yet!
My hats off to the many artists at Gearbox Software Frisco, Gearbox Studio Quebec, and the many external artists and studios that have helped us get here.
My hats off also to those that are part of the art leadership effort—those that did not have a chance to show their work here due to them selflessly putting their time and effort towards their teams instead. Without their dedication, none of this would have been possible!
Managing Director of Art
Also, please note that the content represented in this art blast is a cross-section of the entirety of Borderlands three and may contain spoilers—so please enjoy responsibly.
Hi! I’ve been lucky to be a part of the Borderlands franchise since the first one in 2009 along with many other artists and individuals here at Gearbox. It’s part of us now, we feel like we know it, have a relationship with it… where it could and should go for a 3rd official installment. No small feat to be sure after so many years since the release of Borderlands 2! That said, from the very start of development on Borderlands 3, there were a few big things that were important to me and the art team at Gearbox:
- It still needed to have the iconic Borderlands look but evolved and pushed further than we ever have.
- We needed to expand the visual variety on everything: guns, gear, enemies, characters, environments, planets, and everything in between.
- It needed to bleed personality and character—even on the smallest of assets.
We switched from Unreal 3 to 4 early in development, which meant that everything needed to be remade, or built differently– a huge challenge and big hurdle to overcome. I feel like no other team on the planet could have assembled this game in the time frame. Our art style is laborious to say the least: every single line you see on these screens/assets/characters were all placed by actual human hands, the moving comic book aesthetic we so dearly love is now in higher detail and resolution than ever before, alongside PBR and all of the material and lighting benefits of UE4 and current gen consoles and tech.
But enough of that!
Join us now and celebrating all the insane work of these artists, this amazing team of individuals I’m so indebted to for all of their countless hours of work and passion… and dealing with me through all of it 😛
So sit back, and please enjoy this little slice of the work that went into making our biggest Borderlands yet!
Thank you all for the chance to make another,
Borderlands 3 is more than just as FPS RPG Franchise. Like many games, it is the culmination of incredible talent, creativity and dedication from an amazing dev team. It is also a project that presents interesting challenges due to the unique art style. Every single texture has hand illustrated elements, as there is no procedural solution that would provide the same quality of line work. Mastering this style requires true artistic craftsmanship. I am proud to work with this incredible team of artists to help make Borderlands 3 a unique looking and memorable experience.
The Borderlands 3 content art team is proud to present their body of work and hope our inspiration and passion shows strong. Thanks for viewing.
Content Art Lead
Borderlands 3 has been the largest undertaking of the visual effects team in Gearbox’s history. The shipping game includes over 5,200 unique particle systems, which is nearly double the amount we made for Borderlands 2 and all its DLC content combined. Every one of these systems was handcrafted so we could build a universe around a story that started on Pandora.
The team hopes you will enjoy the insane variety of weapon and skill effects, the biggest and craziest boss effects, a plethora of enemy effects, as well as the little easter eggs and nods to Borderlands history we have scattered throughout.
Thank you so much for your support of our latest journey into the Borderlands, I hope we made enough explosions.
Visual Effects Director
When we set out years ago to try and create a worthy successor to the Borderlands 2 weapon system, it was an exciting, but honestly intimidating task ahead of us. Finding ways to push the variety, fidelity, designs, and functionality as far as we could while still being faithful to the core of what Borderlands is proved to be an incredible adventure. We managed to put together an amazing group of artists that not only had the talent, but the excitement and passion to help us tackle this challenge. I could not be happier and more humbled by everyone’s amazing work. I hope you enjoy a look at a few examples of their work for Borderlands 3, and please head to their personal pages to see even more examples of all their incredible work.
Thank you for playing our game. And thank you for your interest in how it all gets made.
Lead Weapons Artist
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