
Kyle Smyers
Senior Game Designer at Gearbox Entertainment with 12+ years of experience in game design, systems design, and character balance across PC, mobile, and console titles.
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Jul 23, 2026
Borderlands 4: Bounty Pack 4: Murders & Acquisitions Reveal
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Andrew ReinerHOST
When it comes to placing enemies in the scope, what does that process look like for you?

Kyle SmyersGUEST
From the enemy side of things, it's very much, you know, working with narrative to say, okay, what do we need? What kind of enemies do we want to populate this world? What do we want to make this world feel like it's lived in? You know, what enemies would stay in this area? How would they act? What would they look like? What would they lick? Salt lickers.

Kyle SmyersGUEST
Ha ha ha! Once we have an idea of that, as an enemy designer, we would, you know, come up with these paper designs for our enemies, start building them, start experimenting with them, and then moving them into the play spaces that level design kind of starts experimenting and working with in their early prototypes.

Kyle SmyersGUEST
And then from there, we like to kind of get together and say, okay, here are enemies, they're spawning in this place, but what can we do to really make this stand out? You know, if you're on this bridge, what can we do to make this bridge encounter feel more impactful? So, for instance, you know, we're like, hey, let's bring some snipers on that bridge.

Kyle SmyersGUEST
Let's add a little bit of tension here to make the player really feel like they're in this fight for their life while, you know, helping this pacifist group get across this bridge.

Kyle SmyersGUEST
To come full circle with it, basically the idea is that we want to get in, get our idea from narrative because we want everything to be cohesive.

Andrew ReinerHOST
How do you make sure the combat maintains that kind of fresh quality that players feel like they're getting something new from? I