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Feeling Every Frame: Improving Game Feel in 'Borderlands 3'

Chris (Lead UX Designer, Gearbox Software)

Michael Sewell (Head of Technical Design Animation, Gearbox Software)

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

Topic: Design

Format: Session

Vault Recording: TBD

Audience Level: Intermediate

Borderlands 3 put heavy emphasis and resources into improving the game feel of its core systems. This session demonstrates to attendees how they formed the team that made this possible and how they took systems from previous titles at Gearbox and brought them up to date. The presentation goes into detail on how they were able to explore our core mechanics to make even basic movement feel more impactful, more grounded, and most importantly: more fun! Members of this new Game Feel team outline how they break down each new feature that they improved along the way while elaborating on what worked and what didn't.

Takeaway

This presentation shares Gearbox Software's experience of utilizing a team dedicated to Borderland 3's moment-to-moment feel. Attendees learn how such a team can be used in prototyping, iteration, and polish of key gameplay mechanics as well as improvements to systems developed by other teams in parallel.

Intended Audience

Attendees to this talk should have experience working directly with design teams. They are expected to have gone through the full process of shipping a title from beginning to end, and ideally are looking for ways to improve their teamwork or their core systems.