

But, while these were some of the most crucial parts of the plot, they had only been implemented in the most minimal way: as a series of placeholder objects in a test level that updated mission objectives when used or destroyed. Mind you, Paul Hellquist (Creative Director and Lead Designer) and Anthony Burch (Lead Writer) had already written and designed all of these missions on paper by the time I joined the project. On Borderlands 2, I touched many of the missions in one way or another as Senior Designer, but I was primarily responsible for Chapter 6: Hunting the Firehawk, Chapter 12: The Once and Future Slab, and Chapters 14 & 15: Where Angels Fear to Tread.

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.
