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

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  • replied
    [FONT=comic sans ms]Omg this is epic

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  • replied
    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.

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  • replied
    Same presentation from last years GDC?!

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  • replied
    Can't wait.

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

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

    Click image for larger version  Name:	200130_LivestreamAnnounce.jpg Views:	0 Size:	360.2 KB ID:	1706054


    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

    ARCHIVE
    Last edited by VictorLerp; 01-30-2020, 07:29 PM.
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