Thursday, November 14th, 2019, 7:30 pm – 10:00 pm
Vault Hunters, rejoice, because on Thursday, November 14th, Gnomon is excited to welcome Gearbox Software to the Lenovo Stage for a night of all things Borderlands! Join members of Gearbox’s Visual Effects and Technical Art teams as they dive deep into the evolution of visual development across the Borderlands series, with a focus on their latest game, Borderlands 3.
Audiences will be treated to a breakdown of the entire real-time visual effects pipeline as speakers talk through the creation process of some of the most iconic assets in the game such as the destructible cover, guns, ECHO device, Guardian enemies, and the damage feedback system. Additionally, with such a big leap to both a new version of Unreal Engine and the next generation of console, the teams will talk about the challenges they faced and the tools and techniques the developed to overcome them.
Whether you’re an aspiring game artist, developer, or designer or a fan of the Borderlands series, audience members will have tons to take away from this presentation, which is sure to be filled with tips, tricks, and educational tidbits from the talented artists who helped create the latest in the Borderlands lineup.
Space is limited, so be sure to RSVP and arrive in good time to secure a place in line. Attendee check-in will open at approximately 6:30 PM and a valid Eventbrite RSVP will be required to get an event wristband. Admission is first-come first-served and a wristband does not guarantee entry in cases that the stage reaches capacity.
Attendees are welcome to join a guided tour of Gnomon before the event. If you'd like to schedule a tour, please email email@example.com. If you are unable to attend the event in person, you can watch the live stream on our Twitch Channel.
Gnomon's Bachelor of Fine Arts, Certificate in Digital Production, and 10-week individual courses are designed to develop well-rounded artists that are skilled in the diverse disciplines within 3D production. For those outside of the US, virtual classroom-style online courses are also available.
Samantha is a VFX Artist at Gearbox Software with over six years of experience in game development. She started her career as a designer for an indie game titled DubWars, where she found her love for visual effects while creating lasers and explosions for the indie title. Samantha's most recent work can be seen in Borderlands 3.
Seung has over twenty years of industry experience from Disney, EA, n-space and Gearbox Software. He started at Disney working on feature films including Pocahontas, Mulan, Tarzan, and Lilo and Stitch as a traditional animator before moving onto storyboards for the movies’ games. He was Art Director for Toy Story 3 on Nintendo DS and numerous Nintendo 3DS games, and additional worked on 3D environments for EA. Seung is now at Gearbox Software as an FX Artist where he takes point on the many needs of 2D animation related projects and assets.
Caitlyn started out with a traditional art and graphic design background before discovering technical art at the Florida Interactive Entertainment Academy. She interned at EA Tiburon in Orlando and was introduced to AAA pipeline development while on the Madden team. After that, she was offered a place at Gearbox where she has contributed to titles like Borderlands: The Pre-Sequel, Battleborn, and Borderlands 3. As a technical artist, her role has included art tool coding, art optimization analysis, art asset creation and researching new technologies.
Nicholas has eleven years’ experience in art at Gearbox, starting with an art internship on Aliens: Colonial Marines. During the radical art style change of Borderlands, Nick was invited to join Gearbox’s first ever VFX team, later moving onto a technical artist role for Duke Nukem Forever, before returning to VFX with Borderlands 2, Aliens, and Battleborn. Since then, he has been serving as Gearbox’s VFX Director, with Borderlands 3 as his first Borderlands title in the new role. Nicholas believes in making VFX that serve gameplay, reinforcing game feel concepts to make the punchiest shooters possible.