Deathtrap was fairly simple to name as originally he was going to be a combat version of Claptrap. A great example of this in Borderlands was Gaige’s robot, Deathtrap. The first result is that initial creative person has some kind of epiphany and the perfect name for this character spawns fully formed. Generally the process of naming things in a game starts like this: A designer or creative director type comes up with a character. I’ve also seen an interesting pattern develop on how the process goes for naming things. I thought gamers might find it interesting that almost every name in a game usually goes through a lot of discussion with the most controversial things to name obviously being main characters and the games themselves. In the 14 years I’ve been making games I’ve been involved in coming up with names for a lot of things. I’m talking about the names of characters, places, enemies, even the games themselves. Today I want to talk about a topic that I’m sure most gamers never really think about but game developers think about an inordinate amount of time: names. Paul Hellquist here, creative Director on Borderlands 2. 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.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |