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#Gearbox
thatmoodyguy3101 · 6 months
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I was inspired to pose Gordon, Adrian, and Barney (and Otis) after some poses done by Jade Macalla on DeviantArt. Credits below the break
Gordon head and Crowbar made by Valve for Half-Life Alyx, ported by Red Menace for SFM HEV Suit Classic V3 by DetectiveEdd for SFMLab Barney head by Valve for Half-Life 2 Guard base body by Crowbar Collective Classic Guard Vest by Diamond for Black Mesa Otis by BMCE team for Black Mesa Adrian Shephard by Romka Glock 17, MP5SD5 and M203Pi by Anton Hand for H3VR MP5SD pic rail mount from Insurgency: Sandstorm M40A1 GMod port by Stained Soldier OF2 Wrench Gmod Port by βetaβine Classic Barnacle by Brain Dead for Black Mesa
Gordon Pose 1: https://www.deviantart.com/jademacalla/art/34yosr-01-961216294 Gordon Pose 2: https://www.deviantart.com/jademacalla/art/34yosr-04-962218985 Adrian Pose 1: https://www.deviantart.com/jademacalla/art/STOCKTOBER23-01-988607842 Adrian Pose 2: https://www.deviantart.com/jademacalla/art/F2-AA-11-963281741 Barney and Otis Pose: https://www.deviantart.com/jademacalla/art/MIB-Stock-30-296343230
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hedwyn-here · 4 months
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I still see people obsessively hating on Hello Games for the launch of No Man's Sky, saying they will never trust them, never buy a game from them etc... A very ambitious game made by (for most of it's development) less than 10 employees had to cut some of it's planned content before launch. They were (reportedly) pressured into announcing the game before they were ready, their studio flooded, they had to borrow internet from their neighbours by running ethernet out of the windows, they had a huge company suddenly advertising it as the next big AAA release despite the fact the studio was running out of money...
They aren't blameless, but it doesn't take a whole lot to see how a small group who were incredibly passionate about their work (and without a PR team) could get caught up in this situation.
But you know what? They've spent the last 10 years continually working on that game. Adding more and more content, getting it to where people expected it to be and even beyond in ways nobody could have predicted. Every single trailer they've released since has shown nothing but precicely what the game will offer. And we still see people treating them like industry villains.
There's a particular reason this bothers me so much, and it's name is Randy Pitchford.
A few years before No Man's Sky was released, Gearbox advertised the game Aliens: Colonial Marines with fabricated trailers, gameplay and screenshots. Not just things that had to be removed from the game for budgetary or time reasons, but literally just things they faked purely to advertise the game. What can only be construed as an intentional attempt to lie to the audience so they would buy a game. They were accused of using money SEGA had given them for the development of the game to fund their own proejct, Borderlands. Not only did Gearbox never try to fix Colonial Marines, to my knowledge they never even acknowledged any of the shitty stuff they did. Pitchford routinely attempted to slide that blame onto others (and if I remember rightly even said some pretty unpleasant stuff abotu Steff Sterling for daring to criticise the game on multiple occasions). Yet people are still more than happy to jump on Gearbox games uncritically. Even though they reportedly treat their staff like shit. Have very questionable means of paying their staff that afford them the opportunity to deny them bonuses even management (like Pitchford) are taking home huge bonuses of their own.
This is an example of a large developer very intentionally and maliciously lying to the audience and nobody seemed to give a shit about it even as little as a year after release.
For my money, Hello Games have proven themselves. I'll take an over-ambitious passionate group of artists who can't quite deliver on their promises over a malicious and predatory corporation any day of the week.
Fuck Gearbox.
<3 Hello Games.
I can't fuckin wait to play Light no Fire, I will buy that shit day 1.
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heartmachinez · 7 months
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CELEBRATING 10 YEARS OF HEART MACHINE
A Decade of Creativity and Community
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A decade ago, we began a journey that would lead to the birth of Heart Machine - a game studio committed to crafting immersive, vibrant experiences that resonate with players on a profound level. As we celebrate our 10-year anniversary, we reflect on our history, achievements, community, and the exciting future that lies ahead.
THINKING BACK
Glitch City, Kickstarter, and Hyper Light Drifter
In 2013, we took a leap of faith and launched a Kickstarter campaign for our debut project, Hyper Light Drifter. Little did we know that this campaign would not only secure the funds needed to bring our project to life, but also ignite a beautiful connection with supporters, players, and community members who believed in us from the outset.
Fueled by a need for camaraderie and knowledge, we spent those early days of Drifter’s development as a part of Glitch City, a then-small collective of independent game developers, artists, and creators all working together out of Alx’s basement. Those early days and (often) sleepless nights vision were critical in defining our design philosophies, studio culture, and grassroots community connections - setting the stage for what was to come.
Our Heartfelt Gratitude to Our Early Contributors
To date, thanks to the incredible support of our community, the Kickstarter for Hyper Light Drifter remains one of the most successful game projects on the platform. It smashed through the initial funding goal of $27,000 and ultimately raised over $600,000.
To our early backers who believed in us and our vision, and those fellow devs who helped us through endless rounds of playtesting and feedback, we extend our deepest gratitude. Your unwavering support enabled us to bring our dreams to life and emboldened us to continually push the boundaries of game design.
Special shout out to core Drifter team members: Alx Preston, Beau Blyth, Teddy Dief, Casey Hunt, Rich Vreeland, Akash Thakkar, Sean Ward, Lisa Brown, and Cosimo Galluzzi.
The critical reception following the release of Hyper Light Drifter was incredible - beyond our wildest expectations. We never could have anticipated the accolades and recognition it received, or the impact it made on players far and wide. It was humbling, and affirmed our dedication to continue to make great games to share with the world.
Moving Into a New Dimension
We started development on Solar Ash about a year before the multi-platform release of Hyper Light Drifter. Early on, we joined forces with Annapurna Interactive, whose expertise and resources facilitated our exploration of 3D game development. Over the next five years, Annapurna's support played a pivotal role in bringing this ambitious project to fruition. The vastness of the game's ethereal landscapes and fluid movement mechanics opened new avenues for worldbuilding and storytelling.
To date, Solar Ash continues to engage new players and inspire returning ones to create beautiful works inspired by the game. It is following in the footsteps of its predecessor and is now available on a a wide array of game platforms for a worldwide audience.
All of the positive reception that followed Solar Ash’s release proved that our community was ready to continue along this new aesthetic path with us. Just as Drifter smashed through its initial Kickstarter goals,  we are poised to once again smash the boundaries of possibility with our upcoming projects.
HEART MACHINE TODAY
Reimagining a Familiar World
As we celebrate our 10-year milestone, we're thrilled to now be well underway with our newest title set in the familiar Hyper Light Universe. This new project, Hyper Light Breaker, builds upon the foundations we've laid, evolving our creative vision in unexpected ways.
A Shared Journey
Our journey would not be complete without acknowledging the invaluable contributions of our community. From community leaders who pave the way forward with creativity and kindness, to creators who challenge us with incredible skill and passion,  to modders who continuously breathe new life into our games, to wiki writers who meticulously document every detail, to speedrunners who push the boundaries of possibility – you are the heartbeats that keep our worlds alive.
Over the years, we've had the privilege of connecting with our wonderful community at conventions and events across the digital and physical world. These gatherings allowed us to share our passion, hear your stories, and learn from your insights. Your presence and enthusiasm continue to inspire us.
We’re so grateful to: Polare, Lukas, Durtle, Clark, Yrrzy, CornMayor, Aza, Andreas, Conscy, Perfectly Mediocre, Thunderbrave, Bryonato, Utsu, NicowithaC, Covert Muffin, Sylvi, among many many others who make our work worth doing.
Our Company Vision
At Heart Machine, we've built more than games. We've cultivated a company culture that values kindness, inclusivity, and pushing the envelope. Our mission has always been not only to entertain but also leave a lasting impact. This dedication has enabled us to support and grow a thriving studio of some of the most talented, thoughtful, and fun people in the entire industry.
Our ethos revolves around fostering a work environment that prioritizes professional advancement, mental and physical health, and employee happiness. This commitment takes shape in various dimensions of our culture. We proudly offer Heart Machine University (HMU), a collaborative peer-teaching initiative where we cover everything from how to LARP or make sculptures out of driftwood to environment, concept, and tech art techniques. We also organize activities like group gaming and anime sessions, provide access to networking and learning resources, and support social and charitable initiatives to reinforce our team’s sense of purpose. As a studio, we strive to hang our culture on a framework where each individual can flourish and achieve their own growth and learning goals.
It’s no accident that the trajectory of these past 10 years has led us to forming the team we have now. We have always and will continue to adhere to our culture of high quality standards, emphasis on creative innovation, and heart-first leadership practices.
LOOKING AHEAD
As we stand at the threshold of the next chapter, we're excited to announce that Hyper Light Breaker will be arriving in Early Access in 2024. This project represents our ongoing commitment to pushing boundaries, taking risks, and creating experiences that captivate and challenge players in our specifically unique ways.
Beyond Hyper Light Breaker, we have other projects currently under wraps that will continue to define us as a studio. We can't wait to share these journeys with you as we forge into this next decade.
Thank you thank you thank you for joining us on this incredible ride. Heart Machine wouldn't be the same without each and every one of you. Here's to the many more adventures that lie ahead!
With love and gratitude,
The Heart Machine Team
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mvfm-25 · 2 months
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" Every bit of Blue Shift is worthy of the Half-Life legacy! "
Computer Gaming World n204 - July, 2001.
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forestfolke · 1 year
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im not sure how far your love (as much as anyone can love it anyway) of borderlands extends but could i request a fiona and/or sasha? i will never not be upset over how the series treated them (sorry idk if you are taking requests but i did see the spamton)
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not a fan of tftbl but i always thought sasha was cute i put her in the void
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shivers-sketches · 4 months
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A festive Claptrap!
Kofi
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renegade-red · 4 months
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MOXXI BORDERLANDS MY BELOVED!!!!!!!!!!!!!!
Having alot of fun with csp's 3d models so far but i still hate doing anything else ever in that app 😵‍💫
Anyway im opening commissions again and doing a holiday sale really soon!! :3
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vaulthunter426 · 11 months
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The Worlds of Borderlands - Official Cover
Marketing Summary -
Explore a universe run amok with savage beasts, bloodthirsty bandits, and the biggest bad of all -- corporations, in this full-color hardcover encyclopedia of Gearbox's beloved videogame franchise!
The universe of Borderlands is an inhospitable wilderness that spans every biome conceivable. It's also a land full of opportunity, but only if you have wits, skill, and guns. Lots of guns. Many come to Pandora in search of the Vault in the hopes of finding wealth, fame, or power. This is the definitive guide to the bold people who live there and in the surrounding galaxy, the mercenaries, monsters, and wilds they contend with, and the ridiculous arsenal they employ.
Dark Horse Books and Gearbox present The Worlds of Borderlands -- a bombastic guide to Pandora, its surrounding planets and the characters who live there. This volume is filled with art and trivia relating to the guns, vehicles, ships, companies, and adventureers of the worlds-spanning universe -- and the monstrous fauna who would eat all of them.
So there it is! Help fight big corp and order a copy from your local independent bookstore!
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Bunch of Shift Codes for Borderlands series that I thought I'd Share after typing them all down myself.
These are just a bunch of shift codes to use in different Borderlands games for free golden/diamond keys or special guns. I typed them all down to make entering them easier for myself, but I thought to share them with all of you as well because some people don't know they give out codes like these all the time on Gearbox's social medias every so often but the last month or two they gave out like 25 of them.
You can apply them in the corresponding game themselves or at http://shift.gearbox.com.
They're only valid until October 31 at Midnight!
3 Golden keys - For Borderlands: GotY Edition, Borderlands 2, Borderlands: The Pre-Sequel, and Borderlands 3
XFXJB-3BBJT-B3BJB-3JJ3B-F5X96
Diamond Key - Borderlands 3
K9C3J-3TFBF-K9JFC-Z33T3-9HJH9
Conference Call (Legendary Hyperion Shotgun) - Borderland 2
KTC3J-TZH93-6TF3Z-T3TJB-TCFKH
Heartbreaker (Shotgun) - Borderlands: The Pre-Sequel
KKK3J-T53K3-HZB6T-JBJJ3-JSFJH
Hellwalker (Shotgun) - Borderlands 3
59CTB-CBxtf-59bf5-sbtbb-zffzs
3 Golden Keys - Borderlands, Borderlands 2, Borderlands: The Pre-Sequel
6RRBJ-C33BT-BJJ3T-J3TJ3-SHC5B
Diamond Key - Borderlands 3
C9WTT-6JXTR-WS3RW-H3TTJ-HFWS9
TK’S Wave (Shotgun) - Borderlands
KTC3J-TXB39-5TF3Z-T3TJB-TCFBX
Lady Finger (Pistol) - Borderlands
 CTKJB-KFTJ9-CJXJS-3TB3J-3ZC6C
Unkempt Harold (Pistol) - Borderlands 2
CTKJB-KHZS3-FJXJS-3TB3J-3ZCKF
Hellshock (Pistol), 4 Golden Keys, AND a Diamond Key - Borderlands 3
CS5TJ-HJXB6-WSTRC-Z3T3J-W5TTZ
Maggie (Pistol) - Borderlands: The Pre-Sequel
CWK33-5K3C3-99BXJ-3TB3B-C5SWB
3 Golden Keys - Borderlands, Borderlands 2, and Borderlands: The Pre-Sequel
FRRJT-FJ3BB-BBJB3-TJTBT-B9B65
Diamond Key - Borderlands 3
W953J-FCFBF-C936K-9TTBJ-WFXWK
Volcano (Sniper) - Borderlands 2
CTWTB-X9ZHB-XBXT9-B3JTJ-3JKW6
Elephant Gun (Sniper) - Borderlands
CTWTB-X6TBH-WBXT9-B3JTJ-3JKS5
Skullsmasher (Sniper) - Borderlands: The Pre-Sequel
KKK3B-X535J-9S363-BBJJ3-SH53T
Lyuda (Assault Rifle) - Borderlands 3
WS5BJ-H56BR-C9JFK-ZB3J3-XCXHR
3 Golden Keys - Borderlands, Borderlands 2, and Borderlands: The Pre-Sequel
RR6TT-SBJ3T-BBJJJ-TBJ33-FTBFX
Diamond Key - Borderlands 3
5H5JB-B6X3F-5SJRW-ZBBTB-9W5JX
The Sentinel (Assault Rifle) - Borderlands
CTWBT-Z6JJS-CBRJ9-3TJJJ-ZX3CK
Shredifier (Assault Rifle) - Borderlands 2
5TC3B-J33TW-63R3S-JJ3JT-K6TCF
Hammerbuster II (Assault Rifle) - Borderlands: The Pre-Sequel
WCCB3-SCTK3-SZ3XB-3B3JB-5CFRS
Rowan’s Call (Assault Rifle) - Borderlands 3
KZWTB-KXR36-WZJ65-ZT3BT-563ZF
3 Golden Keys - Borderlands, Borderlands 2, and Borderlands: The Pre-Sequel
RRRJT-B5TB3-J3JBJ-BJJJB-WTHSS
Diamond Key - Borderlands 3
WSK3T-06XFJF-5STRC-9TJJJ-BBTXR
If any of them don't work, double check the code on one of Gearbox's Social Medias.
FYI I'll be deleting this after Halloween.
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ertiskal · 15 days
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babybabbles · 2 months
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gearbox tutorial!
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Select a Box: Choose a small, sturdy box that reflects your style or aesthetic preferences. It could be a decorative box, a plastic container, or any container that suits your needs.
Theme and Contents: Decide on a theme for your gear box. It could be based on colors, characters, or specific interests. Then, gather items that fit the theme and cater to your age regression needs. These could include stuffed animals, coloring books, crayons, stickers, small toys, sensory items like squishies or stress balls, storybooks, small puzzles, and any other comforting or enjoyable items.
Personalization: Add personal touches to your gear box to make it unique and special to you. This could include decorating the box with stickers, drawings, or fabric, or adding a name tag or label.
Organization: Arrange the items neatly inside the box, considering accessibility and visibility. You might want to organize them by type or size, or simply arrange them in a way that feels visually pleasing to you.
Include Comfort Items: Don't forget to add comfort items such as a soft blanket or a favorite plush toy to provide extra coziness and reassurance.
Rotate Items: To keep your gear box fresh and exciting, consider rotating items in and out periodically. This allows you to maintain interest and discover new favorites over time.
Maintenance: Regularly clean and tidy up your gear box to ensure that it remains a safe and enjoyable space. Replace any worn-out or broken items as needed.
Enjoy: Finally, enjoy using your agere gear box whenever you feel like indulging in age regression activities. Let it be a source of comfort, relaxation, and joy in your daily life.
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oktaviaslabyrinth · 28 days
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The Rain Formerly Known as Purple // Risk of Rain 2 (2020)
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grlbts · 5 months
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Gearbox Automatic Turntable MkII
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mvfm-25 · 2 months
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" The best first-person shooter of all time! "
Electronic Gaming Monthly n143 - June, 2001.
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schmude · 10 months
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Drew Zane Flynt since it's been a hot minute since I've last drawn him...
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angeltannis · 8 months
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So I listened to the entire Echoes from the Borderlands podcast #1 about BL1 and there wasn’t really too much of substance lore-wise, but the tidbits I appreciated were
-They wrote the entire story of BL1 in “about 40 hours”. Like, 1 work week. It shows tbh
-Angel’s name during development was VOG (pronounced like “vogue”), for “Voice of God”
-Tannis in BL1 was written by an autistic person! (Mikey Neumann) He said he drew on his own experiences as a person on the spectrum and how it would affect one’s reaction to trauma when writing her BL1 characterization.
-Lilith, Roland, Mordecai, and Tannis are all names from the Old Testament, but they didn’t really have any reason for doing that besides making it seem like there were deep meanings behind the names LOL
-They named the game “Borderlands” because they viewed it as an area in-between other areas (being the first RPG/shooter hybrid) . Randy compared it to an area of grassy concrete next to a highway but before the trees
-Randy originally wanted BL1’s gameplay to be a perfect loop, where you defeat the Destroyer and then Marcus pulls up in the bus and it’s the character select screen again. They added the Hyperion satellite and the Interplanetary Ninja Assassin Claptrap end scene literally just for shits and giggles and had no intention of following up on it. (They didn’t even plan to do DLC for BL1 at all)
-They started working on BL2 before BL1 even released
-Randy originally didn’t want a robot character, he thought it was “trite” and overdone, but once they made Claptrap into an annoying failguy he changed his mind and liked him.
-Before they got Cage the Elephant for the opening cutscene, Mikey wanted to try for some Bob Dylan song lol… and apparently Randy said No chance he’s gonna let us put one of his songs in this stupid ass game (not even kidding, that was his reasoning for picking another artist)
-Crazy Earl hiding behind a door was 100% a cost-cutting measure because they didn’t have the budget (or time) to design another character model
-the illustrated ink bits with Marcus’ storytelling at the beginning came from one of the guys just fucking around in After Effects very shortly before the game went gold
-it seems like the majority of this game was made that way lol. The title cards were Mikey fuckin around in Photoshop, the initial trailer was his very first trailer edit, and half the voices were just him and Randy because they didn’t have the budget for too many fancy VAs
-they like the art style of the series, but they also feel like it holds the series back somewhat. Randy mentions numerous instances of players rejecting the game on the basis of wanting something more realistic. (To which he says Fuck that lol and I agree)
-Related to that, they said they tend to focus more on what they want to create rather than how well they think it will or won’t do in the gaming market.
-They feel like developing the BL series is getting progressively more fun as they expand the world and see how far they can develop the setting, characters, and weapons.
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