Borderlands 3: Bounty of Blood - A Fistful of Redemption
This is a series of concept work I produced for the Borderlands 3 DLC - Bounty of Blood.
My main responsibilities were the environments and props. I spent most of my time focusing on the facility but aided with other areas where needed.
Exploration for the town of Vestige circled around the idea that the town was used as an observation point for high yield bomb tests during the companies reign - thus early exploration involved buildings augmented from existing company bunkers.
We originally considered placing the facility entrance in a much colder, higher altitude environment, but later we decided we wanted to keep it more distinct from Ashfall.
We wanted to give a time capsule impression with the facility - a place long since abandoned. We referenced a lot of Frank Loyd Wright, Mad Men and 60's Bond Villain hideouts.
We didn't know how old or damaged the facility would be therefor some locations were designed pristine and were then layered with destruction. In this case the lobby has been completely trashed by the Devil Rider gang who might have used it for partying.
An animatic created to show how the hologram on the obsidian slab in the Facility lobby might look
This was an animatic I created in order to pitch the idea of this elevator that would tell the story of the facility that Jakobs had created and had long since abandoned.
This was an idea where maybe a security door separated the laboratories from the office areas.
Originally Oaken Wolf looked very different, and was later adapted into something more like what you see in game.
This was a rendered out animatic pitching an idea of how the player might be introduced to the bomb launch chamber and the boss fight with Oaken Wolf. It was designed to show lighting and pacing more than anything.
This animatic was designed to show how the telezapper technology could be used to allow Oaken Wolf to reload his cannon arms.
This was an animatic created to explore how the Quartermaster's turret would operate and how it teleports around using the telezapper technology.
This was the first pass animatic on how the door to the bomb launch capsule chamber might look. This was was WAY too complicated and needed to be simplified quite a bit.
We liked this one, but it needed to be simplified just a bit more and we realized it needed to open away from the player.
This was the third animatic created to show how the door leading to the bomb launch capsule might look. Realizing that this door needed to open away from the player, I had to figure out how that might work with the design I'd established.
At one point we were toying with the idea that the bomb would be delivered into the launch capsule using some sort of umbilical... this animatic was designed to show that functionality.
This animation was used to demonstrate how the final bomb release sequence might look.
This animatic was a first pass on the functionality showing how the telezapper might work.
This animatic was designed to show how the patterning on the telezapper could work on it's screens.