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Gearbox Software

Gearbox Software

American video game companywww.gearboxsoftware.com

Search complete. 24 mentions across 10 episodes found for "Gearbox Software".

Sep 21, 2026

PhoenixHOST
34:15
Every darkie, Gonski.
MitsuGUEST
34:19
No, it just reminds me a little bit of Gearbox as well, because as much as I love Gearbox and everything that Borderlands was, I could kind of see that Borderlands 4 was going to, like you could see where Marathon was going to struggle.
MitsuGUEST
34:29
All the people who were responsible for why Destiny was going in the wrong direction were brought onto Marathon, were the ones who were in charge of blowing out Marathon as they did.
MitsuGUEST
34:39
And you could just immediately see the writing on the wall, even before it actually came out, that this was not going to be a game for anybody at all.
Patrick KlepekHOST
11:56
Or it came out in early access, switched publishers.
Patrick KlepekHOST
12:00
Uh, I think it was, like, being published alongside Gearbox Publishing, which is something that collapsed, changed as Gearbox themselves changed hands.
Rob ZacnyHOST
12:07
Mm.
Patrick KlepekHOST
12:07
That game never looked good.
DevinGUEST
12:59
If you're going to go that far back, just go all the way back.
TarasHOST
13:04
Are we going to start saying maybe the Gearbox software PC port?
DevinGUEST
13:09
Oh, I'll never say it to the Gearbox software PC port.
DevinGUEST
13:12
In
TarasHOST
13:13
hindsight, it wasn't so bad looking.

19 MINS LATER

DevinGUEST
32:32
So yeah, there was a little bit of a budget gate.
DevinGUEST
32:35
I don't even know how many people were involved.
DevinGUEST
32:38
So much like with needing to start with the Gearbox port, because you can't just start with Xbox Source.
Austin MurphyHOST
43:15
Yeah, it's going to be a buggy mess, but you did a great job.
Austin MurphyHOST
43:18
You made an objectively better PC port of Combat Evolved than Gearbox did back in 2003.
Austin MurphyHOST
43:23
You did a good job.
Austin MurphyHOST
43:25
But the problem is he did too good of a job because now you're shooting yourself in the foot if you can't make something that's going to be more entertaining on a repeat playthrough than MCC.
Rob KassonHOST
19:19
Well, with that, we'll kick it off with our last for this week in gaming history.
Rob KassonHOST
19:22
When on September 18th, 2012, Borderlands 2 was released for PC, PlayStation 3 and Xbox 360, developed by Gearbox Software and published by 2K Games.
Rob KassonHOST
19:33
The sequel expanded on the original's loot-driven cooperative shooter formula with a sharper sense of humor, a much more memorable villain in Handsome Jack, and a level of polish that turned a promising first entry into a genuine phenomenon.
Rob KassonHOST
19:48
14 years later, Borderlands 2 is still considered the high water mark.
Ainsley BowdenHOST
33:54
Wow.
Ainsley BowdenHOST
33:54
Gearbox is leaning into it.
Ainsley BowdenHOST
33:56
They literally show her butt cheek in the trailer for her.
Ainsley BowdenHOST
34:00
You know how Borderlands do?
Travis NorthupHOST
34:05
They love them sloppy natties over at Gearbox.
Ainsley BowdenHOST
34:10
Oh my god.
Ainsley BowdenHOST
34:11
We're not getting back onto Gearbox again.
Travis NorthupHOST
34:13
Why not? Come on down to the medieval times restaurant.
EmilPANELIST
12:39
I thought it was announced in like '97.
EmilPANELIST
12:44
It was '96, '97, I think, and then it, it swapped developers like three times until Gearbox picked it up.
JoshPANELIST
12:52
Yeah.
EmilPANELIST
12:52
And I think it came out in 2010.
Akash ThakkarHOST
0:43
My guest today is Presley Heinz, who's a sound designer based out of Edmonton, Canada.
Akash ThakkarHOST
0:47
Presley is currently senior sound designer at Gearbox, and has worked on projects like Borderlands 4, God of War: Ragnarok, Anthem, and many others.
Akash ThakkarHOST
0:56
In this interview, we talk about how Presley started as a classical piano player, moved on to become a percussion player, worked in live sound, and then eventually ended up studying game audio, how she learned the skills needed to make it in the field of the game industry, what she recommends up-and-coming sound designers do to stand out, and so much more.
Akash ThakkarHOST
1:16
So without further ado, let's get into the interview with Presley Heinz.

16 MINS LATER

Akash ThakkarHOST
17:12
Hmm.
Presley HynesGUEST
17:12
Everybody should be learning from everybody, both professionally, like, I'm, I, at work and stuff like that, you know, we'll do it all the time.
Presley HynesGUEST
17:18
I'll post something and if there is one thing I can say about the Gearbox audio team and where we're at now is that everybody is so willing to give feedback to each other, regardless of, like, the level that you're at or where you're at in it.
Presley HynesGUEST
17:32
Our leads are putting things in the chat and just being like, "Hey, what do you guys think of this?" You know? And then you have the juniors saying the same thing, and the mid-levels doing the same thing, and the mids are giving feedback to the leads, and the leads are giving feedback to everybody.
Brad ShoemakerHOST
71:48
Look, I was a game...
Brad ShoemakerHOST
71:50
I think that was the trip that Gearbox was like, hey, I saw you're in Texas.
Brad ShoemakerHOST
71:55
You want to come see Borderlands? Yes, I absolutely did that.
Will SmithHOST
71:58
I absolutely did the like, hey, before you leave town, why don't you come check out? Why don't you come test this? I feel like it was informal.
Andrew ReinerHOST
0:08
Welcome, everyone, to another episode of the Gearbox DevCast.
Andrew ReinerHOST
0:11
Today, we're going to be taking a deep look at Loveless, our new Vault Hunter.
Andrew ReinerHOST
0:15
She's a hacker.
Ryan BaileyGUEST
1:55
I apologize.
Ryan BaileyGUEST
1:56
And
Andrew ReinerHOST
1:56
Ryan, for those that don't know, what exactly do you do at Gearbox?
Ryan BaileyGUEST
2:00
Yeah, at Gearbox, I do game design, but broadly focused on characters.
Ryan BaileyGUEST
2:06
So I joined Gearbox about a year and a half ago and have really been working on Loveless in some capacity or another almost since then.

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