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High Level Goals and the Evolution of Buzz Axe RampageĪfter work finished on Sage (the internal code name for Sir Hammerlock’s Big Game Hunt) I had been busting my butt on Borderlands 2 at crunch mode levels of effort for a full year. Part 2 – High Level Goals and the Action Skill.And in anticipation of that video, we’ll have a new Inside the Box every day leading up to it! Here is what I’m going to cover: On Friday, we’ll be releasing a short video that shows how Krieg the Psycho became a Vault Hunter - you can see a still from that video above. This week, I’m going to go into more detail about the design, what my goals were, how they were achieved, and some of the hurdles we overcame.Īs I was writing all this, I quickly realized that there was a lot I wanted to tell you about this process - about 4 articles or so worth of stuff! I didn’t want to stretch the content across 4 or more weeks so here’s what we decided to do: Two weeks ago I told you a bit about the history of how we came to decide on making Krieg the Psycho - you can catch up here if you missed it. Paul Hellquist, the Creative Director and Lead Designer on Borderlands 2, here. The views and opinions expressed in this article are those of the author and do not necessarily reflect the official policy or position of Gearbox Software or any of its individual members outside of the author. Gearbox Software projects are created by a diverse range of individuals spanning a spectrum of different backgrounds, interests, objectives and world views. Inside the Box serves as a forum for individuals involved in the production of Gearbox Software content to share personal motives, methods, process and results.
