Computer Graphics World

NOVEMBER 09

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e just-released Borderlands computer game is not your average fi rst-person shooter (FPS), nor is it the typical role-playing game (RPG). It is a bit of both: a role-play- ing shooter, if you will. e title also diverges from the often-used, near-realistic aesthetic found in both genres, and instead features a concept-art style that looks like a hand-drawn comic come to animated life. Yet, the game did not always feature this unique look. In fact, the team at Gearbox spent more than three- quarters of the title's four-year development cycle (from concept to delivery) creating Borderlands' assets in a photorealistic style. at is, until one day art director Brian Martel wanted to try something diff erent. Randy Pitchford, executive producer and president of Gearbox, liked it. So did executives at publisher 2K Games. e development team changed directions. And, a novel game was born. Borderlands takes place on the planet Pandora, where vault hunters from across the universe have gathered to fi nd a mythical buried treasure. Sitting at the edge of a galaxy, Pandora is a rough, tough place where guns and outlaws (and monsters) are plentiful. Only here, mixed in with low-tech elements are advanced technologies left behind by an alien civilization, resulting in a "science fi ction meets the American Old West" atmosphere. "If you enjoy the over-the-top nature of a Halo-type game or Call of Duty—all that intense, crazy stuff —you will like this. But, it is also re- freshing, with a humorous element. e game, simply put, is fun," says Martel. " e RPG side has an addictive quality, where you want to see the next gun drop. You never know what's around the next corner." A Mature-rated game, Borderlands is for adults; the action is intense and extreme. For instance, a character may leap onto a rock that is eight feet high. It was that exaggerated action which, for the most part, prompted the drastic change in the game's aesthetic. According to Martel, having a realistic-looking character perform super human feats without a logical explanation—say, the use of gravity boots or some other device or back- story—didn't make much sense. Nevertheless, the group wanted to incorporate these types of excessive movements into the game while "making it almost plausible in its implausibility," he explains. "We also wanted to get away from what everyone else was doing, which is a pseudo-realistic look and feel; we wanted something that would make us stand out in some way. But more than that, we had this game- play that was a bit over the top, and the look and feel November 2009 8 ■ ■ ■ ■ Gaming Gearbox creates a hybrid first-person shooter/role-playing game with a concept-art style By Karen Moltenbrey —all that intense, crazy —all that intense, crazy stuff —you will like this. But, it is also re- freshing, with a humorous element. e game, simply put, is fun," says Borderlands is for adults; the is for adults; the action is intense and extreme. For instance, a character action is intense and extreme. For instance, a character may leap onto a rock that is eight feet high. It was that may leap onto a rock that is eight feet high. It was that exaggerated action which, for the most part, prompted exaggerated action which, for the most part, prompted the drastic change in the game's aesthetic. According the drastic change in the game's aesthetic. According to Martel, having a realistic-looking character perform to Martel, having a realistic-looking character perform super human feats without a logical explanation—say, super human feats without a logical explanation—say, the use of gravity boots or some other device or back- the use of gravity boots or some other device or back- story—didn't make much sense. Nevertheless, the story—didn't make much sense. Nevertheless, the group wanted to incorporate these types of excessive group wanted to incorporate these types of excessive movements into the game while "making it almost movements into the game while "making it almost plausible in its implausibility," he explains. plausible in its implausibility," he explains. "We also wanted to get away from what everyone "We also wanted to get away from what everyone else was doing, which is a pseudo-realistic look and feel; else was doing, which is a pseudo-realistic look and feel; we wanted something that would make us stand out we wanted something that would make us stand out in some way. But more than that, we had this game- in some way. But more than that, we had this game- play that was a bit over the top, and the look and feel play that was a bit over the top, and the look and feel Gearbox creates a hybrid first-person Gearbox creates a hybrid first-person shooter/role-playing game with a Gearbox creates a hybrid first-person shooter/role-playing game with a Gearbox creates a hybrid first-person By Karen Moltenbrey Images ©2009 2K Games/Gearbox.

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