![]() ![]() More than anything else this skill needs to embody the promise and flavor of the character. The final level of capturing the feel of a psycho is the action skill which sits above all of the trees and is the glue that connects them together and provides the element that all trees share. The Bloodlust tree was designed to imagine the ultimate gun-toting Psycho, something that the game doesn’t currently have in any iconic enemy variant like the inspirations for the other two trees. Mania is about the capturing the full experience of the charging-at-you melee monster and Hellborn is about transforming into the always-on-fire Burning Psycho. The Mania and Hellborn trees were designed to encapsulate an entire aesthetic of being one of the Psychos that players have already encountered. This level is the design of how all of the skills work together to create an experience or play style that incentivizes players towards behaviors that embody the essence of a Psycho bandit. This is where Pull the Pin, Light the Fuse, and Hellfire Halitosis came from. This level is about providing skills that mimicked things that the enemies do to you. The smallest level is an individual skill. There are 3 levels of the class design that are required to complete the first goal of capturing the feel of being a psycho bandit. Explore some new ground for skills and skill trees.Capture the feel of being a Psycho bandit.I spent a week or two working on a rough skill tree with the help of Matt Armstrong, the Franchise Director for Borderlands and a brilliant designer in his own right. ![]() ![]() I knew exactly the kind of character I wanted to design so upon returning I decided that I would take the reins of the Psycho design onto myself as Jonathan Hemingway, who was the lead on the other classes, had moved on to another project within the company. I was fortunate enough to take a whole month off to recharge the batteries. I was getting a bit cranky and testy as some of my teammates can attest to. 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. ![]()
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