A small fraction of the pieces done for the game Borderlands 3 @ Gearbox Software between 2016 - 2019. The bulk of the work for the production consisted mostly of environmental concept art, prop designs, lootables, and character/costume design.
Some notable assignments were designing the look of the Maliwan faction and designing lootables for the Jakobs faction.
For Maliwan, design began by reverse engineering the Maliwan aesthetic to find the brands characteristics like color palette, form language, design ethos, functionality, and gameplay mechanics. From there, sketches for the Maliwan Trooper were generated while a dialogue between the art department, game design, narrative, modeling, and animation teams was opened to hone in on a final look that satisfied everyone.
Once the Trooper was finished, concept work began on the other characters which included the Heavy Trooper, Nog, Mech, Dog Mech, and Behemoth. By having an established aesthetic, tackling the remaining members of the army was considerably easier.
After the army, the Maliwan props that could be found littered throughout the game needed to be addressed. These ranged in size from small batteries to battle fortifications. After having designed the characters of the faction, using the knowledge gained in that process also made designing the props a very streamlined process.
The same can be said for the Jakobs lootables. While the Maliwan aesthetic called for smooth edges, round forms, and high tech details the Jakobs aesthetic skewed towards a steam punk western vintage style.
By reverse engineering the established Jakobs aesthetic, props and lootables could be designed that felt cohesive together yet unique on their own.
Some notable assignments were designing the look of the Maliwan faction and designing lootables for the Jakobs faction.
For Maliwan, design began by reverse engineering the Maliwan aesthetic to find the brands characteristics like color palette, form language, design ethos, functionality, and gameplay mechanics. From there, sketches for the Maliwan Trooper were generated while a dialogue between the art department, game design, narrative, modeling, and animation teams was opened to hone in on a final look that satisfied everyone.
Once the Trooper was finished, concept work began on the other characters which included the Heavy Trooper, Nog, Mech, Dog Mech, and Behemoth. By having an established aesthetic, tackling the remaining members of the army was considerably easier.
After the army, the Maliwan props that could be found littered throughout the game needed to be addressed. These ranged in size from small batteries to battle fortifications. After having designed the characters of the faction, using the knowledge gained in that process also made designing the props a very streamlined process.
The same can be said for the Jakobs lootables. While the Maliwan aesthetic called for smooth edges, round forms, and high tech details the Jakobs aesthetic skewed towards a steam punk western vintage style.
By reverse engineering the established Jakobs aesthetic, props and lootables could be designed that felt cohesive together yet unique on their own.