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Gearbox Software

Gearbox Software, L.L.C. is an American video game developer and publisher headquartered in Frisco, Texas, specializing in action role-playing and first-person shooter titles. Founded on February 16, 1999, by industry veterans including Randy Pitchford, Brian Martel, Stephen Bahl, Landon Montgomery, and Rob Heironimus, the company began as a small team focused on expansion content for existing franchises. It quickly gained recognition for its work on Valve's Half-Life series, including the expansions Opposing Force (1999) and Blue Shift (2001), as well as ports to consoles like the PlayStation 2 and Dreamcast. Over the years, Gearbox expanded its portfolio with original intellectual properties, most notably the Borderlands franchise, a looter-shooter series that debuted in 2009 and has become the studio's flagship property, with sequels including (2012), (2019), and Borderlands 4 (2025). The series emphasizes cooperative multiplayer, procedurally generated loot, and satirical storytelling, selling over 99 million units across all titles as of late 2025. Other key releases include the World War II tactical shooter series (2005–2008), the multiplayer hero shooter Battleborn (2016), and the fantasy spin-off (2022). Gearbox has also handled ports and remasters, such as Homeworld: Remastered Collection (2015) and (2011), acquired mid-development from . In terms of corporate evolution, Gearbox operated independently until 2021, when Gearbox Entertainment Company merged with Sweden's in a deal valued at up to $1.3 billion, forming Embracer's seventh operating group and enabling global expansion. Prior to the merger, Gearbox opened a studio in Québec in 2015; under Embracer, it opened a studio in Montréal in 2021 and made acquisitions including (2021) and Lost Boys Interactive (2022). However, in March 2024, Embracer divested Gearbox Entertainment (encompassing Gearbox Software, Montréal, and Québec studios) to for $460 million, integrating it into Take-Two's 2K label alongside franchises like BioShock and XCOM. As of 2025, Gearbox continues to develop titles under Take-Two, with ongoing support for Borderlands through expansions and the September 2025 launch of Borderlands 4, which achieved the franchise's highest launch-month dollar sales in the U.S. despite critiques of technical performance issues on PC and faster-than-average player drop-off. The studio employs over 400 people across its locations and remains committed to innovative and community-driven content.

History

Formation and early projects (1999–2008)

Gearbox Software was founded in February 1999 by , along with Brian Martel, Stephen Bahl, Landon Montgomery, and Rob Heironimus, all experienced developers who had previously worked at studios like and Rebel Boat Rocker. The company was established in , as a with an initial emphasis on creating high-quality expansion packs and ports for established franchises, leveraging the founders' expertise in first-person shooter development. , who had contributed as lead programmer on id Software's Quake II, served as president and CEO from the outset, guiding the small team toward securing early contracts with major publishers like . The studio's debut project was , released on November 1, 1999, as the first official expansion for Valve's groundbreaking 1998 title . Gearbox developed the add-on in just eight months, modifying the engine—a heavily altered version of id Software's —to introduce new gameplay elements, including additional alien species like Shock Troopers, race-specific player models, over 10 new weapons such as the shockroach swarm and , enhanced AI behaviors for squad-based combat, and 10 new multiplayer maps supporting up to 32 players. The expansion shifted the narrative perspective to U.S. Marine Corporal Adrian Shephard, exploring parallel events at the facility, and was praised for its seamless integration with the original game's storytelling and atmosphere. Critically acclaimed for expanding the universe without diluting its core strengths, achieved strong commercial performance, selling over 1.1 million retail copies worldwide. Building on this success, Gearbox continued its contract work with , developing Half-Life: Blue Shift in 2001, which offered another viewpoint on the Black Mesa incident through security guard Barney Calhoun, along with console ports of Half-Life for and . By 2004, the studio pivoted toward original , signing a long-term publishing agreement with to launch the Brothers in Arms series. The inaugural title, Brothers in Arms: Road to Hill 30, released in March 2005, immersed players in the D-Day invasion of during , emphasizing realistic squad-based tactics inspired by U.S. Army historical manuals, authentic weaponry, and for dynamic battlefield environments using 2.5. The game focused on leadership and morale mechanics, where players commanded AI-controlled paratroopers in a narrative drawn from real Easy Company veterans' accounts, earning praise for its historical accuracy and innovative tactical depth. Its commercial viability, with strong initial sales and critical scores averaging 82/100, paved the way for sequels including Earned in Blood (October 2005) and Hell's Highway (September 2008), solidifying Gearbox's reputation in the genre. During this era, Gearbox grew its team modestly, hiring key technical and design talent to support multi-platform development, while maintaining operations in Plano amid the competitive landscape of mid-2000s game publishing. This foundation of expansion work and initial original titles positioned the studio for a major shift toward proprietary franchises like Borderlands.

Borderlands launch and studio growth (2009–2015)

Gearbox Software's development of Borderlands, released on October 20, 2009, for , , and Microsoft Windows, marked the studio's first original after years of licensed expansions. The game introduced a distinctive style featuring hand-drawn textures and graphic novel-like outlines, which Gearbox adopted in early 2009 following an overhaul from its initial realistic aesthetic to better suit the post-apocalyptic sci-fi setting on the planet . Core mechanics blended first-person shooting with elements, emphasizing randomized loot generation that encouraged extensive exploration and combat, alongside seamless drop-in co-op for up to four players. By March 2011, Borderlands had sold 4 million units worldwide, establishing it as a key franchise for publisher 2K Games and providing Gearbox with the to pursue sequels. The success of Borderlands fueled significant studio expansion, with Gearbox growing from a modest team to approximately 200 employees by 2011, primarily based in , while opening additional offices in the Dallas-Fort Worth area to accommodate increased hiring. This period also brought international acclaim, including nominations at the 2009 , though the game earned broader recognition for its innovative co-op shooter formula through outlets like IGN's Best PC Shooter of 2009. Building on this momentum, Gearbox contributed to the PC port of Duke Nukem Forever in 2011, adding enhancements such as improved graphics options, mouse controls, and integration, though the core development was handled by others. Borderlands 2, launched on September 18, 2012, expanded the franchise with deeper narrative elements centered on the charismatic antagonist , Hyperion's corporate overlord, who drives the story of corporate tyranny on . The sequel refined loot mechanics, introduced more varied skill trees for four new Vault Hunters, and supported extensive post-launch content, including the first DLC pack, Captain Scarlett and Her Pirate's Booty, released in October 2012, which added pirate-themed areas and quests. It achieved record-breaking commercial performance, shipping over 5 million units within its first month and becoming the best-selling new launch of 2012, while winning Best Shooter at the 2012 . In 2014, Gearbox collaborated with on Borderlands: The Pre-Sequel, released on October 14 for multiple platforms, which served as a bridge between the first two games by exploring Handsome Jack's origins on Pandora's moon, . The title innovated with low-gravity mechanics that altered movement, jumping, and combat dynamics, requiring oxygen management and new abilities like butt-slamming for traversal. It featured unique Vault Hunter classes, including the robotic and gladiatorial , each with oxygen-recharge-focused action skills that complemented the lunar environment. This collaborative effort highlighted Gearbox's growing influence in overseeing franchise expansions during a creative peak, with the studio maintaining over 200 staff to support ongoing development.

Restructuring and Embracer Group era (2016–2021)

Following the troubled 2013 release of Aliens: Colonial Marines, Gearbox Software encountered significant post-production fallout extending into 2016, stemming from development delays and technical shortcomings. Reports indicated that Gearbox had diverted staff and resources from the project to prioritize Borderlands 2, resulting in extended timelines and a final product that deviated markedly from promotional materials, particularly in AI behavior where enemies exhibited unrealistic and ineffective patterns. This led to a class-action lawsuit filed in 2013 against Gearbox and publisher Sega, accusing them of false advertising based on discrepancies between the E3 demo and the shipped game, including subpar graphics and AI. In 2014, Sega settled the suit for $1.25 million while shifting blame to Gearbox for mismanagement and failure to deliver promised quality, though Gearbox contested the claims and avoided direct participation in the settlement. Gearbox's next major title, Battleborn, launched in May 2016 as a hybrid MOBA-shooter featuring hero-based multiplayer gameplay, but it struggled amid direct competition from Blizzard's , which released shortly after and dominated the market. Poor sales and low player retention prompted Gearbox to cease new content updates in September 2017, shifting focus to maintenance only. The game's decline culminated in its removal from digital storefronts in November 2019, with servers fully shutting down on January 31, 2021, rendering the multiplayer title unplayable. Amid these setbacks, Gearbox underwent internal restructuring starting in 2015, including the establishment of Gearbox Publishing to expand beyond development, though the studio faced financial pressures that limited growth. In 2019, controversy erupted when former Wade sued Gearbox and CEO , alleging Pitchford had secretly received a $12 million bonus from , routed through his personal company as an advance on Borderlands royalties, thereby delaying profit shares for employees. Pitchford denied the claims, calling them "absurd," and the highlighted tensions over during a period of shifting priorities toward the next Borderlands installment. This era also saw Gearbox refocus resources on , developed in partnership with publisher 2K Games, which introduced refined epic loot systems with dedicated drop pools for each Vault Hunter character to enhance progression and replayability. Borderlands 3 released in September 2019 and achieved strong commercial success, surpassing 15 million units sold by early 2022, bolstered by features like cross-play support added in 2020 across PC, consoles, and to facilitate multiplayer. The title's loot-driven gameplay and co-op mechanics helped stabilize Gearbox financially, setting the stage for broader expansion. In March 2021, acquired Gearbox Entertainment Company—including Gearbox Software and its publishing arm—for an initial $363 million, with potential earn-outs reaching $1.3 billion based on performance milestones, forming Embracer's seventh operating group and enabling Gearbox to pursue new IPs and media ventures.

Acquisition by Take-Two Interactive and recent developments (2022–present)

In March 2024, Embracer Group announced the sale of Gearbox Entertainment Company, including Gearbox Software, to Take-Two Interactive for $460 million in cash. The transaction, which included Gearbox's owned intellectual properties such as the Borderlands franchise, was completed on June 12, 2024, integrating the studio under Take-Two's 2K Games label while preserving the Gearbox Entertainment structure. This acquisition marked a shift from Embracer's ownership, providing Gearbox with enhanced resources for ongoing development amid Take-Two's portfolio expansion. Gearbox's final major release under Embracer was Tiny Tina's Wonderlands in March 2022, a standalone spin-off from the Borderlands series that infused its looter-shooter formula with fantasy RPG elements like spell-casting classes and tabletop-inspired narratives. The game received strong critical acclaim for its chaotic humor, cooperative gameplay, and innovative class system, earning scores around 80 on aggregate sites. It exceeded sales and engagement expectations, establishing itself as a successful new entry in Gearbox's lineup and prompting discussions of future expansions within the franchise. Under Take-Two, Gearbox launched Borderlands 4 on September 12, 2025, for , Series X/S, and PC, introducing planetary exploration on the chaotic world of with enhanced movement abilities and faction-based conflicts. The title builds on the series' signature loot-driven action while emphasizing open-world traversal and new action skills for its Vault Hunters. Post-launch plans include seasonal content and , with the first Vault Hunter character expansion slated for early 2026, alongside free updates to core systems. Initial projections positioned it as a key driver for Take-Two's fiscal growth, leveraging the franchise's established fanbase. As of November 2025, however, sales were softer than expected due to PC performance issues at launch, with estimates of 2–5 million units sold initially, and player counts dropping over 95% from peak, though it recorded the franchise's highest U.S. launch-month dollar sales. In 2024 and 2025, Gearbox focused on supporting published titles like , released in May 2024 by Gearbox Publishing, with ongoing packs including free war games modes and paid story expansions through late 2024. The studio also navigated a June 2025 controversy over Take-Two's updated (EULA), which sparked player concerns about data access and led to review bombing on ; Gearbox issued statements affirming no implementation and emphasizing transparency in cross-platform features. Post-acquisition, Gearbox maintained operational stability with no reported major layoffs in 2025, allowing focus on integration and project continuity despite earlier restructuring in April 2024. Looking ahead, Gearbox has teased further developments in its Risk of Rain franchise, acquired in 2022, including new projects unveiled in 2023 such as Risk of Rain Returns, though a planned mobile adaptation, Risk of Rain: Hostile Worlds, was canceled in 2024. At the 2025 Game Developers Conference, Gearbox highlighted technological advancements like markerless motion capture tools to streamline animation pipelines, signaling investments in future IP innovation.

Organization

Leadership and key personnel

Randy Pitchford co-founded Gearbox Software in 1999 and has served as its president and chief creative officer, guiding the company's intellectual property vision and strategic direction since inception. As CEO of the broader Gearbox Entertainment Company, Pitchford oversees development and publishing efforts, maintaining a hands-on role in creative decisions that have defined the studio's output. In , Pitchford faced a high-profile compensation when former Walter Callender filed a alleging Pitchford had secretly taken a $12 million bonus from profits, denying raises to employees; the dispute was resolved through a settlement later that year. In 2021, long-time Gearbox veteran Steve Jones, previously the , was promoted to of Gearbox Software, allowing Pitchford to focus on the parent company's expansion into beyond . Jones, with over two decades at the studio, now leads day-to-day operations and production oversight, ensuring alignment with Gearbox's technical and creative goals. Following Take-Two Interactive's acquisition of Gearbox Entertainment in June 2024 for $460 million, the executive team, including Pitchford and Jones, has remained intact, with no reported changes to board integration or leadership structure as of late 2025. Brian Martel, another co-founder from 1999, served as executive vice president, , and , profoundly influencing Gearbox's early visual style and company culture through his work on logos, art direction, and creative processes. Martel's contributions to the studio's foundational aesthetic and collaborative environment persist in Gearbox's design ethos, even after his departure in 2015. Gearbox has prioritized diversity and inclusion through active employee resource groups supporting Latinx, Asian/Pacific Islander, LGBTQIA+, women, and Black and Brown communities, fostering a supportive environment. In 2023, the company launched Gearbox Gives, a philanthropic initiative aimed at leveraging for social good, which includes efforts to promote inclusive hiring practices. Between 2023 and 2025, Gearbox expanded its team to support ongoing projects, including key hires in design and production roles for upcoming titles like Borderlands 4, though specific names of lead designers remain undisclosed publicly.

Studios, locations, and subsidiaries

Gearbox Software maintains its headquarters in , having relocated there from Plano in to a dedicated office building in Frisco Square that supports its primary game development operations. The Frisco campus employs approximately 500 staff members focused on core development activities, with overall employee growth across the organization linked to the success of the Borderlands franchise. In addition to the Texas headquarters, Gearbox operates international studios in Canada, including Gearbox Studio Montréal, established in 2021 as part of a CAD $200 million investment to create 250 jobs supporting development on Borderlands projects and new intellectual property, and Gearbox Studio Québec in for complementary production roles. These locations contribute around 100-250 employees combined, emphasizing and functions within the broader Gearbox structure. No verified remote teams are maintained in Austin or . As part of The Gearbox Entertainment Company—acquired by in 2024 for $460 million—Gearbox oversees several subsidiaries, including Gearbox Publishing, established in 2016 and headquartered in , which handles third-party titles such as and while allowing developers to retain ownership. Certain prior acquisitions, such as and Lost Boys Interactive from 2021, were retained by in the divestment and are no longer part of Gearbox Entertainment. Gearbox Publishing San Francisco, formed through the 2022 integration of acquired assets from Entertainment, focuses on and publishing initiatives but was retained by post-sale and rebranded as Arc Games in 2024. Other entities include Gearbox Studio for operational support and Gearbox Properties for management. Following the Take-Two acquisition, Gearbox has integrated resources with 2K labels for enhanced on projects like Borderlands 4, set for release in 2025, though specific shared facilities such as Novato remain unconfirmed.

Video games

Developed titles

Gearbox Software's developed titles span expansions, original first-person shooters, and looter-shooter franchises, emphasizing innovative mechanics like squad-based tactics and randomized loot systems. The studio's portfolio began with contributions to the Half-Life series and grew into acclaimed series such as Brothers in Arms and Borderlands, often co-developed with partners for ports and expansions. These games have collectively sold tens of millions of copies, with the Borderlands franchise alone surpassing 99 million units as of November 2025. The following table catalogs Gearbox's primary developed titles chronologically, highlighting key details.
TitleRelease YearPlatformsKey FeaturesMetacritic ScoreSales/ImpactDevelopment Notes
Half-Life: Opposing Force1999PCExpansion allowing play as security guard Adrian Shephard; new weapons, aliens, and story branching from the original Half-Life.90Contributed to Half-Life's enduring legacy as a genre-defining FPS.Developed by Gearbox for Valve; standalone expansion.
Half-Life: Blue Shift2001PCPrequel expansion as security guard Barney Calhoun; focuses on employee perspective during Black Mesa incident with puzzle-solving elements.71Expanded the Half-Life universe, enhancing replayability for fans.Developed by Gearbox for Valve; part of the Half-Life Millennium Collection.
Half-Life: Decay2001PlayStation 2Co-op expansion with two scientists; unique multiplayer mode integrated into single-player campaign, emphasizing teamwork.N/A (console-exclusive expansion bundled with PS2 port)Boosted PS2 port sales by adding exclusive co-op content.Co-developed by Gearbox and Valve; exclusive to Half-Life PS2 port, with Aspyr handling porting.
Brothers in Arms: Road to Hill 302005PC, PlayStation 2, XboxAuthentic WWII squad-based tactics; realistic suppression mechanics and historical missions based on 101st Airborne.82 (PC)Sold over 1 million units, establishing the series' tactical FPS niche.Original title developed by Gearbox; published by Ubisoft.
Brothers in Arms: Earned in Blood2005PC, XboxExpansion sequel with branching narratives and improved AI for squad commands in WWII settings.78Extended the core game's sales, adding depth to tactical gameplay.Developed by Gearbox as standalone expansion; co-developed with Aspyr for ports.
Brothers in Arms: Hell's Highway2008PC, PlayStation 3, Xbox 360Advanced squad AI and cinematic storytelling; destructible environments during Operation Market Garden.75 (PS3)Sold around 1.5 million copies, praised for visuals but critiqued for repetition.Developed by Gearbox; next-gen evolution of the series.
Borderlands2009PC, PlayStation 3, Xbox 360Looter-shooter RPG hybrid with procedural loot generation, cel-shaded art, and four-class co-op system on Pandora.84 (PC)Sold over 11 million copies lifetime, launching the billion-dollar franchise.Original IP developed by Gearbox; used Unreal Engine 3.
Duke Nukem Forever (PC version)2011PC, PlayStation 3, Xbox 360Humorous FPS with interactive environments and over-the-top action; long-delayed sequel finished by Gearbox.49 (PC)Sold 2 million copies despite mixed reception, ending the 14-year wait.Gearbox completed development from 3D Realms' assets; PC lead development.
Borderlands 22012PC, PlayStation 3, Xbox 360Expanded loot variety, deeper skill trees, and satirical story with Handsome Jack antagonist; seamless co-op.89 (PC)Over 30 million copies sold as of 2025, highest-rated in the series.Developed by Gearbox; enhanced with Badass Ranks and DLC support.
Aliens: Colonial Marines2013PC, PlayStation 3, Xbox 360, Wii USurvival horror FPS with AI marines and xenomorph encounters; faithful to Alien lore.43 (PC)Sold approximately 1.3 million copies but criticized for AI and graphics issues.Developed by Gearbox; ambitious adaptation that underdelivered.
Borderlands: The Pre-Sequel2014PC, PlayStation 3, Xbox 360Low-gravity mechanics, oxygen management, and laser weapons; prequel on moon base Helios.67 (PC)Sold over 4 million copies as a bridge title.Co-developed by Gearbox and 2K Australia; published by 2K Games.
Battleborn2016PC, PlayStation 4, Xbox OneHero shooter with MOBA influences, 25 playable characters, and persistent progression in a sci-fi universe.72 (PC)Sold under 1 million but built a dedicated community via free-to-play shift.Original IP developed by Gearbox; blended FPS and strategy elements.
Borderlands 32019PC, PlayStation 4, Xbox One, StadiaMantling mechanics, planet-hopping, and massive loot pool; endgame mayhem modes for replayability.81 (PC)Over 23 million copies sold as of 2025, pushing franchise past $1 billion revenue.Developed by Gearbox with Gearbox Quebec; next-gen ports by Aspyr.
Tiny Tina's Wonderlands2022PC, PlayStation 4/5, Xbox One/Series XS, Nintendo Switch (2023 port)D&D-inspired fantasy spin-off with multiclass system, spell-casting guns, and tabletop narration.78 (PC)Sold millions of copies, exceeding expectations and expanding Borderlands' whimsical side.
Borderlands 42025PC, PlayStation 5, Xbox Series XSEvolved vault hunter abilities, dynamic world events, and cross-play focus; largest map in series history.81 (PC)Sold approximately 5 million copies by November 2025, generating significant revenue but softer than expected due to PC optimization issues and leading to a 95% player drop-off post-launch; highest dollar sales month in franchise history; franchise total nearing 100 million units as of November 2025.
Homeworld 3 (post-launch support)2024PCReal-time strategy with 3D space battles; Gearbox provided updates and DLC integration post-release.75Contributed to series revival, with expansions enhancing fleet customization.Primary development by Blackbird Interactive; Gearbox handled publishing and ongoing support.
Gearbox also announced Brothers in Arms: Furious 4 in 2012 as a fantasy-themed reboot of the series, featuring over-the-top co-op action against mythical foes, but it was cancelled in 2015 due to creative shifts and business reasons. The project was shelved, though Gearbox confirmed a traditional WWII reboot in development as of 2025, with external studios assisting.

Published titles

Gearbox Publishing, the publishing division of Gearbox Software, emerged in the mid-2010s as a means to handle external distribution and marketing, initially supporting retail releases for digital-first titles before evolving into a full-service publisher for independent studios by 2020. This shift allowed Gearbox to collaborate with third-party developers on global launches, often emphasizing cross-platform availability on PC via and , as well as consoles, with a focus on and mid-tier action, , and strategy games. The arm's portfolio grew significantly under ownership starting in 2021, incorporating acquired labels like Perfect World Entertainment, which brought established partnerships; however, following the 2024 acquisition of Gearbox Entertainment by , publishing operations under Take-Two continued to expand collaborations while integrating with broader distribution strategies. The -based entity, previously Gearbox Publishing San Francisco and rebranded as Arc Games in 2024, was retained by and explored mobile and experimental formats, including web3-integrated projects aimed at blockchain-enhanced ownership models, though these remained in early testing phases without major launches by late 2025. Key titles in the Gearbox Publishing portfolio highlight partnerships with external developers, such as the roguelite shooter , developed by Hopoo Games and released in in 2019 with full launch in 2020. This title exemplifies Gearbox's strategy of supporting genre-blending indies, achieving over 1 million units sold on alone within its first month and estimated total sales exceeding 9 million units across platforms by late 2023, driven by marketing campaigns emphasizing co-op gameplay and . Similarly, , a sequel developed by and published in 2023, built on the original's foundation through Gearbox's post-acquisition integration of assets, selling over 2 million units in its first few months and generating more than $66 million in net revenue by September 2023. Other notable collaborations include strategy and action titles like (Blackbird Interactive, 2024), a game that launched globally on PC with advanced access in May, focusing on cinematic storytelling and modding support via partnerships like mod.io, and (Counterplay Games, 2020), a looter-slasher exclusive to next-gen consoles at launch, which Gearbox marketed as a premium experience with ongoing content updates. Gearbox also handled distribution for remasters and ports, such as (People Can Fly, 2017 re-release), broadening access to older titles through enhanced visuals and new platforms. These efforts often prioritized exclusivity or timed windows for PC releases to leverage funding and visibility.
TitleDeveloperRelease YearKey PlatformsNotable Metrics
Risk of Rain 2Hopoo Games2020PC (Steam, Epic), PS4, Xbox One, Switch>9 million units sold; $142 million gross revenue
Remnant 2Gunfire Games2023PC, PS5, Xbox Series X/S>2 million units; $66+ million net sales in Q3 2023
Homeworld 3Blackbird Interactive2024PC (Steam, Epic)Global launch with modding tools; part of revived franchise
GodfallCounterplay Games2020PS5, PCPS5 launch exclusive; looter-slasher with expansions
We Happy FewCompulsion Games2018PC, PS4, Xbox OneNarrative-driven survival; console ports post-Early Access
Tribes of MidgardNorsfell2021PC, PS4/5, Xbox, SwitchSurvival action; cross-play focus
In addition to core PC and console releases, distribution deals extended to indie global rollouts, such as Tribes of Midgard and upcoming Hopoo Games expansions like Risk of Rain 2: Seekers of the Storm (2024), emphasizing seamless multi-platform support. While some overlap exists with Gearbox-developed titles like Borderlands ports, publishing efforts centered on external creative control.

Other media and adaptations

Tie-in media for franchises

Gearbox Software's intellectual properties, particularly the Borderlands series, have inspired various tie-in media that expand the narrative beyond video games, including comics and novels that delve into character origins and side stories. These adaptations maintain the franchise's signature blend of humor, violence, and sci-fi elements while providing canonical depth to the universe of Pandora and beyond. The Borderlands comics, published by IDW Publishing since 2012, form a significant extension of the franchise's lore. The inaugural series, Borderlands: Origins, consists of four issues that explore the pre-Pandora backstories of the original vault hunters—Roland, Lilith, Mordecai, and Brick—detailing their individual journeys leading to their alliance against the Crimson Lance. Subsequent releases include the 2014 miniseries Borderlands: The Fall of Fyrestone, which picks up immediately after the first game's events and follows the survivors as they confront emerging threats on Pandora. Additional IDW titles, such as Borderlands: Hell's Gate and collections spanning multiple arcs, have continued to build on these narratives through 2024, with Dark Horse Comics announcing new miniseries like Tiny Tina's Wonderlands: Land of the Giants in late 2024, ensuring ongoing expansion tied to recent game releases. Novels have further enriched the Borderlands universe, primarily through the works of author under Simon & Schuster's imprint. The debut novel, Borderlands: The Fallen (2011), serves as a set before the events of the first , introducing psychics and as they navigate corporate intrigue and alien encounters on a . This was followed by Borderlands 2: Unconquered (2012), which bridges the gap between the first and second games by depicting and the Crimson Raiders battling a bandit led by the McNally. The trilogy concludes with Borderlands: Gunsight (2013), focusing on vault hunter Drexdy with ties to the broader lore, including references to Handsome Jack's rise. These books emphasize elements, character motivations, and conflicts, offering readers detailed prose explorations of the series' chaotic world. Beyond Borderlands, Gearbox's other franchises have seen limited but notable tie-in media. For , Dynamite Entertainment released a four-issue comic series in 2008, written by Mike Neumann and David Wohl with art by Davide Fabbri, chronicling the Easy Company squad's WWII exploits in a style faithful to the games' historical realism and intense squad-based action. Similarly, the video game prompted a promotional one-shot comic from titled , distributed at in 2012. The story follows Colonial battling Xenomorphs aboard the USS Sephora, serving as a direct setup for the game's opening events and blending military horror with expanded universe lore from the films. Animations and shorts have occasionally supplemented these narratives, with Gearbox partnering on the 2013 Borderlands Cooperative project—a series of student-created animated shorts from the that visualize key moments and character dynamics in the Borderlands style. While full-scale have been discussed by Gearbox leadership as a potential format to capture the franchise's cel-shaded aesthetic, no major releases occurred by 2025. Licensing collaborations, such as Gearbox's partnerships with publishers like IDW and , have facilitated these official content extensions, ensuring narrative consistency across media. A live-action of Borderlands was released on August 9, 2024, by , directed by . Starring as , as , as , and others including Edgar Ramírez as Atlas, the film follows a team of misfits on a quest to find a missing girl with extraordinary powers on . It adapts elements from the first game but received mixed reviews, with critics noting deviations from the source material's tone and humor. As of November 2025, the film has grossed over $33 million worldwide against a $115 million budget.)

Merchandise and licensing

Gearbox Software's merchandise efforts have primarily centered on its Borderlands franchise, leveraging partnerships with and apparel companies to create physical collectibles and that extend the series' chaotic aesthetic into fans' everyday lives. Action figures produced by NECA, starting with lines announced in 2012 featuring characters like and Bandit, have remained a staple, with ongoing availability through retailers like and the official NECA store, spanning from the original Borderlands release in 2009 to more recent iterations. Apparel collaborations with have included a wide range of t-shirts and accessories depicting key characters such as , , , Mad Moxxi, and , often incorporating Pandora's motifs in unisex designs made from 100% cotton for broad accessibility. These items, priced around $23.90 and available both in-store and online, have been refreshed with themes tied to and expansions. Collectibles have expanded with high-end statues, notably the 2025 release of Hunter figures from Direct following Borderlands 4's launch, which include detailed 1:6 scale representations of protagonists , Harlowe, Rafa, and Vex on hexagonal bases for display purposes. has also contributed with authenticated figures showcasing Vault Hunters' combat gear and facial details, emphasizing the franchise's cel-shaded style. Licensing deals have broadened the IP's reach beyond Gearbox's direct control, including crossovers like the collaboration, where Borderlands elements such as the Bandit skin—introduced in X (2019) for 2,000 V-Bucks—were reintroduced in 2025 promotions aligned with Borderlands 4 preorders on the , bundling items like the Mad Moxxi skin exclusively for buyers. The official Gearbox Loot Store serves as a central hub for these licensed products, offering apparel, accessories, and housewares approved directly by the studio across titles like Borderlands and . Merchandise for other Gearbox titles has been more niche, with the Gearbox Loot Store stocking limited-edition items inspired by and Battleborn, though these pale in comparison to Borderlands' extensive catalog. Overall, these ventures contribute to ancillary revenue streams, complementing core game sales without detailed public breakdowns from Gearbox or parent company .

Technology

Game engines and tools

Gearbox Software has relied on a combination of licensed external game engines and integration tools throughout its development history, transitioning from early technology to a sustained with ' Unreal Engine series. The company's initial projects involved the engine for its expansions, (1999) and Blue Shift (2001), where Gearbox implemented custom modifications to enhance multiplayer capabilities. Beginning in 2005, Gearbox licensed 3 from for its original intellectual properties, praising its superiority over other 3D engines available at the time. This marked the start of a that has lasted over two decades, with Gearbox utilizing successive Unreal versions for major titles. The series, starting with Road to Hill 30 (2005), was built on 2.5, providing a foundation for tactical mechanics. Gearbox's franchise adopted 3 for its debut in 2009 and continued through sequels like , leveraging the engine's robust rendering and physics systems. (2019) transitioned to 4, enabling advanced level streaming and easier porting to multiple platforms during development. Most recently, (2025) employs 5, incorporating features like World Partition, Nanite, and for enhanced scale and visual fidelity, with specific optimizations for and Xbox Series X hardware. Other titles, such as Aliens: Colonial Marines (2013), utilized a customized version of Unreal Engine 3, including a proprietary renderer dubbed the "Red Ring" engine for improved lighting and effects. Battleborn (2016) also ran on Unreal Engine 3, with its five-player co-operative mode relying on the engine's networking tools to support seamless online and local play. To complement these engines, Gearbox integrated third-party tools like FaceFX from OC3 Entertainment for audio-driven facial animations, as evidenced in production notes and updates for games including Borderlands 3. Gearbox has occasionally built proprietary add-ons atop these licensed engines to tailor performance and features for specific projects.

Proprietary innovations

Gearbox Software has developed several in-house tools to streamline game development workflows, particularly in mission design and animation production. A key example is Construct, an internal tool created by tools programmer Brent Friedman and integrated directly into UnrealEd, the editor for 3. This system allows designers to author complex mission structures through visual scripting, managing global mission flows, objective sequences, and dynamic level alterations based on player progress. Behaviors within Construct enable actions such as triggering dialog events, destroying non-player characters, or linking to for broader level scripting, facilitating seamless integration of interactive elements without extensive coding. In animation, Gearbox employs a custom-built automated leveraging and Flow Production Tracking to handle cinematic sequences. This in-house system automates , integration, and review processes across distributed teams, reducing manual logistics from 60% to 30% of artists' time and enabling a fourfold increase in output—completing projects in two years rather than four. By prioritizing creative tasks, the pipeline minimizes errors and supports rapid iteration in production. Gearbox has further contributed to engine customization by layering proprietary systems onto Unreal Engine, including advanced AI-driven asset builders that enhance procedural generation and material richness without disrupting core engine architecture. These modifications, refined over multiple titles, optimize performance for large-scale environments and dynamic content. In recent years, Gearbox has explored cross-platform technologies, implementing cross-save functionality for titles like Borderlands 4 within the 2K ecosystem via the SHIFT service, allowing progression syncing across consoles and PC post-launch. While not exclusively patented, this represents an evolution in Gearbox's backend innovations for multiplayer persistence.

References

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