Borderlands 3, launched ten years after the original Borderlands, still dons the same distinctive art style. Or does it? We caught up with Borderlands 3 Art Director Scott Kester, to chat about the art of Borderlands 3 and what it took to find new angles to a look that fans know and love so well.
Scott Kester has been with Gearbox Software for 12 years, working as an Art Director on Battleborn and as a concept artist on Borderlands 1 and 2. Mostly known for his character art, he is responsible for many of the main player characters and NPC's.
Q: Hello Scott, thank you for talking to us. The Borderlands art style is quite an established and recognizable one. How difficult is it to change aspects of this highly specific and well-known (and appreciated) design style?
A: "It's pretty hard! If the 'Simpson’s' was drawn differently for a season people would flip right? So you have to understand where you can push and pull it to evolve things while staying true to the look and the style. This is really hard for me because, as an artist, I want to experiment and try things and go wild."
"Overall, with Borderlands we want to communicate style, an attitude - at least something a bit different I guess? Personality and character are big things I hang on to, they are huge pillars for the franchise and just for my own heart in general. Broadly speaking we just want to present rich worlds with attention to detail but through a stylized 'graphic novel' lens. Something that looks cool but feels fun and engaging, and different from the photo realism I think a lot of games run with. I love that stuff too, but for this game, its design, we really see it’s a perfect fit."
Scott Kester has been with Gearbox Software for 12 years, working as an Art Director on Battleborn and as a concept artist on Borderlands 1 and 2. Mostly known for his character art, he is responsible for many of the main player characters and NPC's.
Q: Hello Scott, thank you for talking to us. The Borderlands art style is quite an established and recognizable one. How difficult is it to change aspects of this highly specific and well-known (and appreciated) design style?
A: "It's pretty hard! If the 'Simpson’s' was drawn differently for a season people would flip right? So you have to understand where you can push and pull it to evolve things while staying true to the look and the style. This is really hard for me because, as an artist, I want to experiment and try things and go wild."
"Overall, with Borderlands we want to communicate style, an attitude - at least something a bit different I guess? Personality and character are big things I hang on to, they are huge pillars for the franchise and just for my own heart in general. Broadly speaking we just want to present rich worlds with attention to detail but through a stylized 'graphic novel' lens. Something that looks cool but feels fun and engaging, and different from the photo realism I think a lot of games run with. I love that stuff too, but for this game, its design, we really see it’s a perfect fit."