Close Menu
PixelArena.io
    What's Hot
    PlayStation

    Campaign Evolved launches on PS5 in 2026  – PixelArena.io

    PlayStation

    Marvel’s Iron Man VR Announced As PlayStation VR Exclusive

    E-Sport

    Your Arc Raiders squad size should always impact how you play – here’s why

    Subscribe to Updates

    Get The Latest News, Updates, And Amazing Offers

    Important Pages:
    • Home
    • About Us
    • Contact us
    • Privacy Policy
    • Terms & Conditions
    Facebook X (Twitter) Instagram Pinterest
    Trending
    • PGL commits $22m to Tier 1 Counter-Strike in 2027 and 2028
    • Corey Feldman ‘wasn’t invited to take part in Oscars Reiner tribute’
    • Untamed Season 2 Cast, Release Date, and Trailer
    • Valve Confirms Steam Frame is Still Coming This Year, Now Marked as “coming soon”
    • Big Walk Preview – A Walk Well Wasted
    • Pokémon Pokopia Review – A Pleasant Paradise
    • Slay the Spire 2 Regent character guide
    • Never Grave’s Pacing Feels a Bit Awkward 
    • Home
    • About Us
    • Contact us
    • Privacy Policy
    • Terms & Conditions
    Facebook X (Twitter) Instagram Pinterest
    PixelArena.io
    • News

      Valve Confirms Steam Frame is Still Coming This Year, Now Marked as “coming soon”

      March 9, 2026

      Call of Duty 2025 Will Have 6 Round-Based Zombies Maps

      March 8, 2026

      Limit Break promises testnet launch

      March 7, 2026

      Wemade Taps Chainalysis, Certik and Sentbe to Form Krw Stablecoin Alliance

      March 6, 2026

      It must be due soon!

      March 5, 2026
    • New Release

      Big Walk Preview – A Walk Well Wasted

      March 9, 2026

      Why Skill-Based Gaming is the Best Way to Win Money with Games This Year?

      March 8, 2026

      South of Midnight PS5 and Switch 2 Release Date Announced

      March 7, 2026

      Highguard: Why Wildlight’s Hero Shooter Collapsed in Under 50 Days

      March 6, 2026

      Imagine Island launches on CrazyGames, offering a new social playground to explore straight from your browser

      March 5, 2026
    • Reviews

      Pokémon Pokopia Review – A Pleasant Paradise

      March 9, 2026

      Planet of Lana 2 review – a grander, more dynamic platformer sequel that keeps hold of its heart

      March 8, 2026

      How to Catch Tangela in FireRed & LeafGreen

      March 7, 2026

      Apple Vision Pro’s Retrocade Is The Virtual Arcade We’ve Been Waiting For, With A Catch

      March 6, 2026

      Review: Resident Evil Requiem Delivers Consistent Fun

      March 5, 2026
    • PC

      Never Grave’s Pacing Feels a Bit Awkward 

      March 9, 2026

      Asus ROG Cetra Open Wireless review

      March 8, 2026

      WoW’s recent revamp of Silvermoon for Midnight is so good, I’m starting to wonder if the MMO’s model of a ‘new exciting continent every 2-3 years’ was ever the right way

      March 7, 2026

      GFN Thursday: 15 Games in March

      March 6, 2026

      GTA 6 fans are so desperate after 15 years of waiting that they’re exploiting a PS5 glitch just to pretend they’ve played it

      March 5, 2026
    • PlayStation

      everything you need to know about the online co-op multiplayer mode – PixelArena.io

      March 9, 2026

      Pragmata Release Date Bumped Up

      March 8, 2026

      Pragmata launches April 17, Alex joins Street Fighter 6, and more – PixelArena.io

      March 7, 2026

      New Bandai Namco RPG Is Sword Art Online Echoes of Aincrad

      March 6, 2026

      PI For Hire hands-on report — classic FPS action meets rubberhose animation – PixelArena.io

      March 5, 2026
    • Xbox

      Fresh Looks at Pragmata, Monster Hunter Stories 3: Twisted Reflection and More in Capcom Spotlight 2026

      March 9, 2026

      Next Week on Xbox: New Games for March 9 to 13

      March 8, 2026

      YouTooz Will Sell Metaphor: ReFantazio Figures and Plush

      March 7, 2026

      The Bear Facts: The True Story of Wojtek the (Were)Bear

      March 6, 2026

      Metaphor: ReFantazio Orchestra Concert US Ticket Sales Start Soon

      March 5, 2026
    • Nintendo

      Five Years Of Switch | All Things Nintendo

      March 9, 2026

      Preview: Mega Man Star Force Legacy Collection Feels Well-Organized

      March 8, 2026

      Pokémon Scarlet & Violet, Pokémon Day 2022 | All Things Nintendo

      March 7, 2026

      3 New Characters Will Be in Bunny Garden 2 This Spring

      March 6, 2026

      Triangle Strategy, Persona 4 Arena Ultimax, Lots Of News | All Things Nintendo

      March 5, 2026
    • Mobile

      Dissidia Duellum Final Fantasy Rinoa, Cloud, and Terra Trailers Shared

      March 9, 2026

      Linnea Becomes Playable in Genshin Impact Luna VI Update

      March 8, 2026

      See Zidane Fight in Dissidia Duellum Final Fantasy

      March 7, 2026

      Doraemon Dorayaki Shop Story Joins Apple Arcade

      March 6, 2026

      Third Dissidia Duellum Final Fantasy Trailer Shows Lightning

      March 5, 2026
    • Hardwares

      RayNeo Unveils RayNeo Air 4 Pro AR Glasses with Batman Edition

      March 8, 2026

      Rokid Glasses Update Adds Native Support for Google Gemini AI

      March 6, 2026

      Army National Guard Brings Disaster Simulations to High Schools

      March 5, 2026

      Loft Dynamics, EASA, Airbus Launch VR Pilot Training in Nepal

      March 4, 2026

      VITURE closes USD $100M round; total tops USD $200M

      March 3, 2026
    • Software

      How Superhuman Used Employee Advocacy to Manage a Rebrand

      March 2, 2026

      How Brands can Win Big at the Milan Winter Olympics

      January 14, 2026

      How to Leverage Valentine’s Day Marketing

      January 13, 2026

      How to Optimize Your Content

      December 9, 2025

      How to Run a Successful Hanukkah Creator Campaign | NeoReach

      November 26, 2025
    • Guides

      Slay the Spire 2 Regent character guide

      March 9, 2026

      Today’s Wordle hint and answer for Sunday, March 8

      March 8, 2026

      The Best Isekai Anime of Every Year of the 2010s

      March 7, 2026

      Admittedly over the top WW1 shooter is out now, and it’s the one time the question of an anti-cheat solution sounds ridiculous

      March 6, 2026

      Resident Evil Requiem Walkthrough: East Raccoon City

      March 5, 2026
    • E-Sport

      PGL commits $22m to Tier 1 Counter-Strike in 2027 and 2028

      March 9, 2026

      BBL Esports and All Gamers sent to VALORANT Masters Santiago Playoffs lower bracket

      March 8, 2026

      Paper Rex and Nongshim RedForce win first VALORANT Masters Santiago Playoffs matches

      March 7, 2026

      Sentinels signs JonahP to its VCT 2026 roster

      March 6, 2026

      Team Vitality signs 2024 French chess champion Jules Moussard

      March 5, 2026
    • Entertainment

      Untamed Season 2 Cast, Release Date, and Trailer

      March 9, 2026

      Ariana Grande And Jonathan Bailey Pose At The Art Institute Of Chicago

      March 8, 2026

      Corey Harrison Said He Was Dying Alone in Mexico. His Dad Says He Already Paid Everything. So Why Are Fans Paying the Rest?

      March 7, 2026

      Brenda Song Shares How She & Macaulay Culkin ‘Balance Each Other Out’ (Exclusive)

      March 6, 2026

      Alone Season 11: Cast, Plot and Where to Watch

      March 5, 2026
    • Movies

      Corey Feldman ‘wasn’t invited to take part in Oscars Reiner tribute’

      March 9, 2026

      2026 Writers Guild Awards Winners List

      March 8, 2026

      Pixar developing Monsters Inc 3

      March 7, 2026

      Producer, Morgan Creek Co-Founder Was 90

      March 6, 2026

      Ben Affleck sells his artificial intelligence start-up to Netflix

      March 5, 2026
    • Featured

      A Nioh 3 boss made me so pissed off that I smashed a hole into my desk

      March 9, 2026

      Review: Path of Mystery: A Brush With Death Has Ace Attorney Vibes

      March 8, 2026

      The Video Games You Should Play This Weekend – March 6

      March 7, 2026

      Rally Point: Whiskerwood suggests that, even without the violence, colonialism is a scam

      March 6, 2026

      Review: Calamity Angels: Special Delivery Is a Sugoroku JRPG

      March 5, 2026
    PixelArena.io
    Home»Featured»The Behind-The-Scenes Story Of The Art-Style Swap That Saved Borderlands 1
    Featured September 29, 2025

    The Behind-The-Scenes Story Of The Art-Style Swap That Saved Borderlands 1

    Facebook Twitter Pinterest WhatsApp Copy Link
    The Behind-The-Scenes Story Of The Art-Style Swap That Saved Borderlands 1
    Share
    Facebook Twitter Pinterest WhatsApp Copy Link

    Back in 2007, Game Informer put an upcoming first-person shooter from a lesser-known studio called Gearbox Software on its cover. The game was from a new IP called Borderlands, and promised, as the cover’s tagline said, to combine concepts from action/RPGs like Diablo with the post-apocalyptic setting from series like Mad Max within the wrapper of a first-person shooter. The game looked promising thanks to its tight gameplay, genre-melding concepts, and promise of millions of guns. Still, there was just one problem: Borderlands and Gearbox had a massive identity crisis to address as deadlines rapidly approached.

    The Borderlands that existed in 2007 – the one Game Informer plastered on its cover and devoted 10 pages to in the September issue of that year (read the full original cover story here), shortly after abandoning the codename “Pandora” – took its Mad Max inspiration to heart. Though the team collaborated with Ron Cobb, a renowned artist who designed aliens for Star Wars, aircraft in Indiana Jones, and did production design on Conan the Barbarian, the original art style didn’t feel right, and it was becoming increasingly difficult for the development team to ignore. 

    At the time, Gearbox was known for its work on ports and content for series like Tony Hawk’s Pro Skater, Halo, and Half-Life, as well as its Brothers in Arms series. Borderlands, despite being a first-person shooter, seemed like a big gamble by comparison; it wasn’t in line with the military-shooter subgenre that was experiencing a surge in popularity around that time. It was an all-new IP and an unconventional combination of genres in a space occupied by heavy hitters.

    “Before we launched it, there were a lot of people going, ‘Well, cute, but it’s a post-apocalyptic vibe, and id Software is making Rage and Bethesda is making Fallout. You guys are screwed,'” Gearbox co-founder and CEO Randy Pitchford recalls. “We believed in it, but a lot of people believe in things that don’t work, so are we tricking ourselves?” 

    As development and conceptualization of the original Borderlands began in 2005, Gearbox came up with six different art styles to choose from, ranging from safe to over-the-top. With such a crowded field of games that appeared similar, Gearbox initially opted to play it safe with the art style. “If we’re just alone, and we have to get something out, and it’s not what we’re depending upon for our own livelihoods or for the livelihoods of the people we care about around us, we can make art and if it doesn’t work, cool, because that’s not why we’re making it; we’re not trying to sell it, we’re making it because we have to feel it,” Pitchford says. “There was, I think, a moment when, ‘Man, it’s kind of got to be realism or there’s just no market opportunity.’ And we did it, but we knew it wasn’t exactly right; it just wasn’t exactly right for what the look and feel and vibe of what Borderlands was supposed to be – it didn’t match the gameplay.”

    The team at Gearbox took a long, hard look at the gameplay, narrative, and visuals to determine what wasn’t quite clicking. The grounded, gritty look they originally went with felt at odds with the over-the-top action that saw player-characters jumping sky-high and enemies exploding when gunned down. Additionally, there was a real concern that what they thought was the “safe” choice – the grounded art style – was no longer safe due to the influx of games with a brown color palette and post-apocalyptic visuals that emphasized realism. 

    “I was attracted to the project in Gearbox at the beginning because of some of the more grounded, darker vibe; I had never played a first-person shooter in a post-apocalyptic world at all,” Borderlands 4 art director Adam May, who was a character modeler on Borderlands 1, says. “I was all gung-ho and excited for it, but then, as we were working on it, other things started popping up, and we started seeing some of the art style, especially when Fallout [3] was first announced, and we were like, ‘Oh crap. We’re in the same visual space that they are.'” 

    As part of the art team, May sat next to Scott Kester, a concept artist for Borderlands, who enjoyed doodling during his downtime. May describes Kester’s sketches as “illustrated graffiti,” and one of those quick drawings caught his eye. The character depicted in that eye-catching drawing went on to become Captain Flynt in the game, but more importantly, it sparked something within the art team. Working alongside Kester, art director and executive producer Brian Martel, and art director Brian Cozzens, May translated the distinctive 2D sketch style into 3D characters. After seeing it in this new form, May and the rest of the team knew what had to be done. 

    The art team approached Pitchford, acknowledging that they were up against tight deadlines (specifically their Alpha milestone) and asked him about converting the grounded, realistic art style into one that veers closer to a living, breathing comic-book style. Off the cuff, Pitchford gave them permission to explore the idea, but immediately regretted it.

    “They’re like, ‘Why don’t we just kind of go off to the side for a minute and see if we can mess with this and figure it out?’ I’m like, ‘Okay, I’ll give you two weeks,'” Pitchford says. “It was, like, five guys with two weeks to go mess around with the look and the feel, and I immediately knew I made a mistake. I was like, ‘S—. We’re trying to get to Alpha, dude. There’s a business here. I’m responsible for other people’s money. I’m going to let these guys spin for two weeks, which means they’re going to be even more invested in what they’re doing, and then I have to go in and look at what they did, and I have to shoot it in the head. That’s what’s going to happen here. Son of a b—-. I’m an idiot. Why did I do that?’ But there was something in my heart that knew that we had to at least look at and explore. I knew we weren’t right.”

    May was a part of the team that Pitchford sent to investigate this new art style, which resulted in a lot of back and forth as the artists debated on the right level of detail and exaggeration, as well as the kinds of silhouettes and shapes they wanted to form with these new, more cartoonish character models. 

    Those two weeks passed, with Pitchford dreading the conversation where he would inevitably have to shoot down the hard work he had authorized the art team to spend so much time on. But that’s not what happened. “Two weeks go by, I go into the meeting and, looking at it, it’s f—ing right; It’s right,” he recalls. “It feels right. And it’s like everything we knew about what was wrong was confirmed when we felt it was right.”

    Pitchford knew it would take a herculean effort to pull this off, both from the business side and the development side, but he trusted his and his team’s gut. “We were already taking every risk: We were going out on a limb with design, we were going out on a limb with the universe and the story, it was a new IP; like, we were taking every risk known to man,” he says. “‘F— it, let’s do what our heart says is right.'”

    Fully convinced to redo the entire game with this new art style, Pitchford wanted the team to get to work right away. However, first things first: He needed to get approval from the publisher, 2K. He flew from Gearbox’s headquarters in Plano, Texas, to 2K’s offices in Novato, California, to meet with the publisher’s executives and marketing team to pitch the change. Although there was some pushback due to the impending deadlines and a protracted development cycle that exceeded the initial plans, Pitchford was able to secure the full support of 2K.

    “I wouldn’t have done it if I didn’t know that between the marketing team and the publishing team, and even [then-2K president] Christoph [Hartmann] himself, the leadership of 2K, they really were with us,” Pitchford says. “If I didn’t believe that was the case, something else would have happened. So we did it together, but I had to really put myself out there. It was pretty exciting.”

    Borderlands

    The new art style featured bold lines, exaggerated proportions, and more vibrant colors

    Explaining to and convincing 2K to allow Gearbox to completely revamp a game that was nearly ready for Alpha was challenging enough, but now Pitchford’s team had an even more daunting task ahead of them: actually pulling it off. Despite many believing it was the correct call, not everyone was on board. “We lost a few people during that art transition, because we had a lot of people that were excited about doing something that looked pretty grounded and realistic,” May says. “There was just some back and forth, and even I struggled a little bit. Like, ‘Is anyone going to take this serious?””

    Amid worries that gamers wouldn’t find the new art style mature enough, there were also concerns about the amount of work the process would entail. When I ask Borderlands 4 creative director Graeme Timmins, who was the lead level designer on the original Borderlands, his first thought when he learned about the impending transition, he quickly says, “F—ing insane.”

    “We had already been working on the game for several years at that point, and not only did we change the art style, we basically threw out all of the levels – I think only Trash Coast and, like, one other level made it through – everything else, we remade basically from scratch,” Timmins says. “From January to, like, August or September of that year, all of the level designers – at the time, level design, mission design, and level art were all just under ‘level design’ under me – we rebuilt the whole game to match the new art style from that time. It was an incredibly intense time, and we were like, ‘What the hell are we doing?'”

    Borderlands

    Even if doubts and anxieties crept in during the process, as Pitchford, May, and Timmins wondered if they were making the right decision, they all arrived at the same conclusion: absolutely. “We saw the prototype that Randy and some other people were working on, and it gave us the attitude that the levels were missing,” Timmins remembers. “It gave us the personality, the vibe that was missing. So, it was like, ‘Well, this is better. We have to do better. Just because what we have exists doesn’t mean it’s good.'”

    Gearbox got to work on not only rebuilding the world and its characters with this new visual aesthetic, but also creating new characters. Around that time, Gearbox decided to add a fourth playable Vault Hunter, Brick, making him the only original Vault Hunter to have only existed in the new art style. The new look also led to Gearbox creating what many consider the mascot of the Borderlands franchise: Claptrap. Executive producer Brian Martel wanted a likable spokesperson who could soften the seriousness and grittiness of the world, so as the visual identity changed, so too did the narrative and world identity.

    “We started to figure out, ‘This is what Borderlands is. I can finally see it. We have a great art style that represents the attitude,'” Timmins says. “All the balance was coming together. So, it was a very intense time. It was crazy to see, basically, a whole game come together in a matter of months and ship it. It was a really special time.”

    The Psycho has been used on the cover of every numbered Borderlands franchise

    Another noteworthy change came in the appearance of the now-iconic Psycho enemies. Originally depicted with respirators and goggles, the art team later refined their look to the recognizable masks that are featured in each game to this day. And true to the franchise’s new identity, the inspiration for the Psycho masks came from an unlikely and humorous source. “I think it was our previous art director, Jen Wildes, who first pushed us to push the tone,” May says. “For the Psycho gas masks, she immediately started talking about ball-gags and stuff, so that visual big, round circle in the front was actually inspired by a ball-gag. We thought a ball-gag was probably a little too much, but something like a big, bladed respirator in the front still had the same vibe and feel and weird wackiness to it without being so on the nose.”

    Those masks have also appeared on the box art of every mainline Borderlands title, giving the Psychos a rightful claim to be the series’ actual mascot. According to May, the elevation of the redesigned Psychos to perennial cover-art star was done in collaboration with 2K. The team felt the punk-rock stylings of the Psycho were indicative of the new attitude Borderlands had adopted through this overhaul.

    When Borderlands launched in 2009, it sold in excess of 4.5 million units over the course of its first several years, spawning myriad sequels that build upon and evolve the art style established by the final version of the original game. Even as technology has evolved, the art style established in 2009 continues to influence the direction of games in the franchise, and the striking aesthetic has become as synonymous with the franchise as Claptrap, Psychos, and looting. Borderlands 4, despite being the most vibrant and ecologically diverse entry in the franchise, still possesses an obvious iteration and evolution of that Borderlands 1 launch art style.

    Borderlands 4

    Borderlands 4

    For May, the shift in the visual stylings was a significant part of that success. “It was absolutely instrumental,” he says emphatically. “The problem was that so many things were coming out. We were an unknown game, an unknown company, working on something, and on the horizon was Fallout. So there were definitely similarities there, and I think we would have probably been lost in the noise. You couldn’t not look at it because nothing else looked anything like that at the time, so at a bare minimum, it got the attention that we needed early on.”

    Although the workdays were long and stressful, and the last-minute change caused more than its fair share of stress, today it’s not even a question of whether the team made the correct decision. Instead, you can now trace back to that decision as one of the most crucial turning points in the history of one of gaming’s most well-known franchises. And when players fire up Borderlands 4 this month, they’ll be able to see the ultimate realization of the fateful decision made by a small team from Frisco, Texas, more than a decade and a half ago.

    “It was insane that we did it, but it was absolutely the right call,” Timmins says. “I’m very proud of the franchise and seeing where it’s come from: a primarily brown dustbowl planet, to this massive universe now with all kinds of media behind it that we can explore. It all started in those handfuls of months back in 2009.”


    Share. Facebook Twitter Pinterest LinkedIn WhatsApp Copy Link
    Previous Article“That’s it for MK1 for me”: SonicFox left frustrated after Final Kombat 2025 tournament
    Next Article Honkai Nexus Anima Will Get More Main Character Customization

    Related Posts

    A Nioh 3 boss made me so pissed off that I smashed a hole into my desk

    Review: Path of Mystery: A Brush With Death Has Ace Attorney Vibes

    The Video Games You Should Play This Weekend – March 6

    Rally Point: Whiskerwood suggests that, even without the violence, colonialism is a scam

    Review: Calamity Angels: Special Delivery Is a Sugoroku JRPG

    Nirvanna The Band And Wii Shop Update Day Co-Creator Matt Johnson On How Video Games Are His ‘Single Greatest Influence’

    How Steven Spielberg, a Pinhead bust, and Robert De Niro’s sex appeal gave us the horror shooter Clive Barker’s Undying

    Review: I Could Play Pokemon Pokopia Forever

    Add A Comment
    Leave A Reply Cancel Reply

    Follow Us
    • Facebook
    • Twitter
    • Pinterest
    • Instagram
    Top Picks
    PlayStation

    30 Best Minecraft Cherry Blossom Seeds for 1.20.4 – PixelArena.io

    PlayStation August 7, 2025
    Nintendo

    The Final Zelda: Tears Of The Kingdom Trailer | All Things Nintendo

    Nintendo November 10, 2025
    Xbox

    Free Play Days – EA Sports Takeover 2026

    Xbox January 15, 2026
    Entertainment

    From Dino Nuggets to Big Dreams — What Kids Are Thankful For

    Entertainment December 5, 2025
    E-Sport

    MAJ3R Gave an Interview to HLTV After Securing Playoff Spot!

    E-Sport October 18, 2025

    Subscribe to Updates

    Get The Latest News, Updates, And Amazing Offers

    Editors Picks
    Guides May 23, 2025

    Today’s NYT Connections hints and answers, Friday May 23

    PlayStation January 31, 2026

    Figma PlayStation Console and Handheld Replicas Shown

    Reviews January 24, 2026

    MIO: Memories in Orbit Review – Powerless Fantasy

    PlayStation November 24, 2025

    Infinity Nikki’s 2.0 Anniversary update launches Nov 26 – PixelArena.io

    About Us
    About Us

    Your ultimate source for gaming news, delivering the latest updates, reviews, and insights from the gaming world. Stay informed, entertained, and ahead of the game with our comprehensive coverage of all things gaming.

    Facebook X (Twitter) Instagram Pinterest
    Our Picks
    PC

    Vending Dokan: Kozy Kiosk Is a Chill Business Management Sim

    Featured

    How The New Voice Over Affected Dragon Quest VII Reimagined

    Reviews

    Yooka-Replaylee PC Preview – BagoGames

    Top Reviews
    E-Sport

    PGL commits $22m to Tier 1 Counter-Strike in 2027 and 2028

    Movies

    Corey Feldman ‘wasn’t invited to take part in Oscars Reiner tribute’

    Entertainment

    Untamed Season 2 Cast, Release Date, and Trailer

    © 2026 PixelArena.io.
    • Home
    • About Us
    • Contact us
    • Privacy Policy
    • Terms & Conditions

    Type above and press Enter to search. Press Esc to cancel.