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Inside Unreal - Gearbox Software on Borderlands 3 - January 30 - Live from HQ

WHAT
Behind the mayhem of Borderlands 3: Join Gearbox Software live at Epic HQ and take a deep dive into the tech behind the third entry in the explosive series.

Lead Technical Artist, Ryan Smith, will cover Gearbox’s custom Time of Day editor, as well as several of the Blueprints and Materials that were used to create the vibrant world of Borderlands 3. We’re also fortunate to have Managing Director of Design Brian Thomas joining us. He will detail how Blueprint and Data Assets were used to build the Wanted Poster mission givers, how the mission system was prototyped using Blueprints, and how Bluetilities was used to identify and fix map errors. Don’t miss it!

WHEN
Thursday, January 30 @ 2:00PM ET - Countdown

WHERE
Twitch
Youtube

WHO
Brian Thomas - Managing Director of Design, Gearbox
Ryan Smith - Lead Technical Artist, Gearbox
Victor Brodin - Community Manager - @victor1erp](http://twitter.com/victor1erp)

**ARCHIVE

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Do you use Gameplay Ability System ? And if so to what extent (;.

:slight_smile: Can’t wait.

Same presentation from last years GDC?!

How did your team setup Ui to support controllers? Did you use primarily Slate or UMG or a combination of both for this? I ask because everybody has a different methods for tackling this in Unreal Engine 4 and I’m trying to find a way that’s performant, easy to modify for artists, and not time consuming to implement new Ui elements with.

[FONT=comic sans ms]Omg this is epic