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Development of 'Borderlands 3': Airing the Dirty Laundry

Paul Sage (Creative Director, Gearbox Software)

Chris Brock (Senior Producer, Gearbox Software)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass - Get your pass now!

Topic: Production & Team Management

Format: Session

Vault Recording: TBD

Audience Level: All

Come sit in on a post-mortem for a AAA title where the kid gloves come off and we have a frank discussion about the pitfalls of AAA development. This isn't going to be pretty and you should expect a level of transparency not often found in public speaking affairs. We will cover the very real problems we experienced and the tools we used to overcome morale issues, team expectation issues, and making a fun game while hitting our date. (Okay, we missed once.) Feel the pressure of making the next Borderlands game and enjoy the constant question of "now that the looter shooter genre has changed, how are you going to do everything differently while not changing anything?"

Takeaway

Attendees will get a very real view into the ups and downs of AAA game development, through real examples of real problems and not cleaned up for the public. Showing our real problems will demonstrate the usefulness of our methodology and tools for getting through the rough stuff. Also, hope.

Intended Audience

Our intended audience is the core leadership on projects, but this talk will appeal to any team member who is facing uncertainty. We will speak to you by demonstrating that real issues are a part of any development and show you how to persevere through those problems.