Borderlands 3

I worked at Gearbox Software as a level designer mainly on the Borderlands 3 title. Below, you’ll find videos, pictures, and some information about the work I did on the Borderlands franchise at Gearbox Software.

Athenas Playthrough Video

Working on Athenas for the BL3 campaign was an exciting opportunity as I fell in love with the theme and aesthetic. The best part about working on Borderlands are the complex combat tools at our disposal, along with such a strong emphasis on good, fast paced FPS combat. With that in mind, the most fun part of working on this map was definitely all the encounter designs and layouts I got to create.​Level Artist Morgan David Avery Station:https://www.artstation.com/davery

High Level View:

  • Created in UE4

  • Blockout work and composition

  • Encounter design for all combats, with special consideration for solo players and up to 4 player coop

  • Boss encounter design at end of level 

  • Utilized blueprints to script special encounters, backwards combat, and other basic level actions.

  • Responsible for waypoints, optional challenges, etc.

  • Provided support and worked with the mission design department to implement the main quest, along with side quests

  • Iteration and cuts to appropriately scope for timeline

  • Worked closely with level art over multiple passes, along with various other departments, such as lighting art

  • Optimizations' passes that include things like custom collision, lightmap changes, decal overlap considerations, etc.

Proving Grounds Video

Working on Proving Grounds for BL3 was a nice change of pace from the main campaign levels because they were fully focused on challenging combats. One of my favorite things to design for FPS combats is when there's a higher difficulty expected (I love challenges such as Destiny's various raid maps, or Call of Duty Zombie easter egg completions). Beyond the combat, it was exciting getting to dip my toe in the level art and lighting art world and expand on my skills to be a more well-rounded level designer.

High Level View:

  • Created in UE4

  • Layout work and composition 

  • Encounter design with special considerations for solo play and up to 4 player coop

  • Balance passes to ensure each new level was more difficult and different enough from the last to keep the player engaged

  • Blueprint work to support events and combats, such as special beat combat moments (ex - enemies introduced into arena on rising elevator) and gating

  • Responsible for level art passes throughout multiple levels (architecture, set dressing, decals, landscape painting, foliage work, etc.)

  • First pass at lighting to hand off to lighting artist department on multiple levels

  • Smaller scale landscape sculpting work in editor 

  • Optimizations' passes that include things like custom collision, lightmap changes, decal overlap considerations, etc.

  • Worked closely with some other level designers to push this mode through shipping

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Ascendant Studios