![]() ![]() It was pulling an equal half of the cart. OK, so it sounded like Gearbox wasn’t actually just in an editorial role. “Sitting in a room with somebody and collaborating is so much better and so different than getting on a conference call, where we have to show up at 6 at night because it’s 9 in the morning over there,” said Armstrong. It’s at that top level we need to discuss things to exchange ideas.” “Matt comes to visit us a few times, we’ve got our writers coming to talk to them at the studios. “It’s key personnel who we really want to have sit down and have conversations, to iterate really quickly,” said Lawrence. Wouldn’t that add a significant amount of time to development, I asked, if they’re shuttling people back and forth on that particular flight? “The non-stop from Dallas to Sydney is the longest flight in the entire world,” said Armstrong. “Longest flight in the world,” said Lawrence. I asked if it was a challenge to have to do that sort of traveling back and forth. 2K Australia is based in Canberra, the capital city of Australia, located in the southeast corner of the continent. ![]() We have some of our guys over there for months on end, and we have some of their guys over here.” “We have a lot of people on our side building content and doing things, we have people on their side, the characters are being done in different studios, we’re flying back and forth. It’s really, genuinely collaborative,” said Armstrong. It sounded like Gearbox Software is in sort of a curator or editorial role while 2K Australia is doing most of the actual production work. Many of the characters and aspects of the gameplay and story are driven by 2K Australia. So did the new cryogenic elemental weapon type. It doesn’t mean we can’t have fun and break a few rules.”Īrmstrong told me that the idea of setting part of the game on Pandora’s moon came from 2K Australia. “So he basically makes sure that we’re stewarded through the development, not stepping out of line, to make sure it’s a Borderlands kind of game. “Matt’s the franchise director, so he knows everything there is to know about Borderlands,” said Lawrence. We didn’t want to just tell them what to do, and we didn’t just want to throw it over the fence and let somebody else do everything by themselves.” ![]() “As much as possible, we’ve been letting 2K take a real strong role in this because we want to do this collaboratively. We sort of own the property, so we have to make sure that certain things are fulfilled,” said Armstrong. ![]()
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