Gearbox Software
Gearbox Software
Gearbox Software
Gearbox Software
Gearbox Software, L.L.C. is an American video game
development company based in Frisco, Texas. It was established in Gearbox Software, L.L.C.
February 1999 by five developers formerly of Rebel Boat Rocker.
Randy Pitchford, one of the founders, serves as president and chief
executive officer. Gearbox initially created expansions for the Valve
game Half-Life, then ported that game and others to console
platforms. In 2005, Gearbox launched its first independent set of
games, Brothers in Arms, on console and mobile devices. It became
their flagship franchise and spun off a comic book series, television
documentary, books, and action figures. Their second original
game series, Borderlands, commenced in 2009, and by 2015 had Gearbox Software's logo used since
sold over 26 million copies. The company also owns the intellectual 2008
property of Duke Nukem and Homeworld.
Type Private
Industry Video games
History
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In 2005, they launched an original property of their creation, Brothers in Arms, with the release of
Brothers in Arms: Road to Hill 30 on the Xbox, PC and PlayStation 2. Later that year a sequel, Brothers
in Arms: Earned in Blood, was launched. In 2008, Brothers in Arms: Hell's Highway was released.
2007 brought announcements of new projects based on licensed film intellectual properties, including
the crime drama Heat[4] and the science-fiction classic Aliens.[5] In the September 2007 issue of Game
Informer, a new game franchise was revealed, the sci-fi shooter Borderlands,[6] after which Gearbox
CEO Randy Pitchford mentioned in an online interview that development on the Heat game had not yet
begun, as the planned development partner for the project had gone under.[7] This was followed by an
announcement by Sega that they would be helming a new version of rhythm game Samba de Amigo for
the Wii, a departure from their signature first-person shooter titles.[8]
In June 2013, 3D Realms sued Gearbox for unpaid royalties.[9] In September 2013, 3D Realms dropped
the suit with founder Scott Miller explaining it as a misunderstanding on their part.[10]
In July 2013, Gearbox announced plans to rerelease Homeworld and Homeworld 2 in high definition for
modern PC platforms, in addition to making it available through digital distributors.[11]
In February 2014, Gearbox filed a lawsuit against 3D Realms for attempting to make another Duke
Nukem game without the consent of the company.[12]
In July 2014, Randy Pitchford formally contested the Aliens: Colonial Marines class action lawsuit
stating the game had cost them millions of their own money and the advertising was solely the fault of
the publisher.[13]
Co-founder Landon Montgomery, who had left the company around 2007, died on March 25, 2020.[14]
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In 2008, Sega announced its license of the Aliens franchise and a development deal with Gearbox
Software to create Aliens: Colonial Marines. Also in 2008, Gearbox Software's CEO Randy Pitchford
announced that the company was working on yet another major unannounced title, hinting that it was
"huge".[15] On September 3, 2010, Gearbox announced that they are behind Duke Nukem Forever.[16]
Since 2009, Allen Blum, the co-designer of Duke Nukem 3D and his development team are housed at
Gearbox Software under the name of Triptych Games. The team worked on the game in their own homes
before Gearbox Software decided to collaborate.
In June 2011, Duke Nukem Forever was released and received negative critical reception on release, with
most of the criticism directed towards the unfinished, rushed state of the game.[17][18] Despite the
criticism, the game topped the charts on release and made a profit for its distributor, Take-Two
Interactive.[19]
In February 2013, an anonymous source reported to Destructoid that Gearbox had been taking people
and resources off Aliens: Colonial Marines to put them to work on Borderlands and Duke Nukem
Forever, and yet was still collecting full payments from Sega as if they were working on Aliens: Colonial
Marines. When Sega discovered this misconduct they canceled Colonial Marines, which led to the
game's protracted development; "At some point in 2008, Sega temporarily pulled the plug on the game
[...] They caught wind of Gearbox shifting resources despite still collecting milestone checks as if the
team were full size and lying to Sega and 2K Games about the number of people working on each project.
This led to the round of layoffs at Gearbox in late 2008."[20]
The game drew additional controversy due to the accusations that much of the game's development was
not by Gearbox Software, but was outsourced to other developers in order to compensate for
mismanagement on behalf of Gearbox. While Sega initially denied that any such outsourcing occurred,
sources claimed that developers Demiurge Studios and Nerve Software were responsible for the game's
downloadable content, while TimeGate Studios was responsible for the majority of the game's campaign,
and were unable to create the planned Beta version on schedule despite several delays. This caused the
game to be rushed through redesigns, certification and shipping, despite being in a largely unfinished
state.[21]
A class action lawsuit filed in April 2013 by Roger Damion Perrine and John Locke alleged that Gearbox
and Sega falsely advertised Aliens: Colonial Marines by showing demos at trade shows, such as PAX and
E3, that did not accurately represent the final product. Sega and the plaintiffs reached a settlement in
late 2014, wherein Sega agreed to pay $1.25 million to the class. The plaintiffs dropped Gearbox from the
suit in May 2015.[22]
On April 5, 2013, Sega confirmed that the Wii U port of the game was canceled due to poor reception of
the Xbox 360 and PlayStation 3 versions of the game.[23] Also in April, Gearbox acquired the
Homeworld franchise from THQ during its bankruptcy auction.[24]
In May 2013, it was reported that TimeGate Studios filed for chapter 11 bankruptcy.[25]
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In December 2015, Gearbox opened a second development studio in Quebec City, Canada.[26] The studio
is run by Sebastien Caisse and former Activision art director Pierre-Andre Dery. The team consists of
over 100 members and is contributing to the development of original AAA titles.[27]
Games
Half-Life
Gearbox has developed a total of six games in the Half-Life series: the expansion packs Opposing Force
and Blue Shift; ports of Half-Life for Dreamcast (which included Blue Shift) and Half-Life for PlayStation
2 (which included Half-Life: Decay); they also did a large amount of work on both the retail release of
Counter-Strike and the main portion of Counter-Strike: Condition Zero.
Brothers in Arms
During their fourth year, Gearbox began working on their first independently owned game: Brothers in
Arms: Road to Hill 30. Developed for PC and Microsoft's Xbox console, and built with the Unreal Engine
2, it was released in March 2005. The sequel, Brothers in Arms: Earned in Blood, followed seven months
later. The series was published by Ubisoft, who supported both games with PlayStation 2 versions, and
later worked with them to develop Brothers in Arms games for portable systems (mobile phones,
PlayStation Portable and Nintendo DS) and the Wii home console.
In 2005, Gearbox licensed the Unreal Engine 3 from Epic Games, to replace the Unreal Engine 2
technology used in previous games, and grew its internal development teams to handle the demands of
next-generation technology and content.[28] Brothers in Arms: Hell's Highway was the first new title to
be announced, continuing the company's flagship franchise.[29]
Brothers in Arms: Hell's Highway was launched in September 2008. By 2008, the franchise also spun
off a comic book series, a two-part television documentary, a line of action figures, and a novelization and
non-fiction history book.
Borderlands series
After the completion of Brothers in Arms: Earned in Blood, Gearbox began working on their second
original game, Borderlands. Revealed in the September 2007 issue of Game Informer, Borderlands was
described as "Mad Max meets Diablo", and its first-person shooter-meets-role-playing gameplay was
revealed, along with screenshots of the early art style and the first three playable characters. The gaming
press saw the game next at the European GamesCon in 2007, and again at GamesCon and E3 in 2008. In
early 2009, it was revealed in PC Gamer magazine that they had changed the graphical style and added
the fourth player character. Borderlands was released in 2009.
Following the unexpected[30] success of the first Borderlands, which sold between three[31] to four-and-
a-half million copies since release,[32] creative director Mike Neumann stated that there was a chance of
a Borderlands 2 being created, adding that the decision "seems like a no-brainer."[33] On August 2, 2011,
the game was confirmed and titled as Borderlands 2. The first look at the game was shown at Gamescom
2011, and an extensive preview was included in the September edition of Game Informer magazine, with
Borderlands 2 being the cover story.[34] Like the first game, Borderlands 2 was developed by Gearbox
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Software and published by 2K Games, running on a heavily modified version of Epic Games' Unreal
Engine 3. The game was released on September 18, 2012, in North America and was released on
September 21, 2012, internationally.[35][36]
At the Penny Arcade Expo on September 3, 2010, it was announced that development of the long-awaited
Duke Nukem Forever will be continued by Gearbox after the project was abandoned by 3D Realms after
12 years, with Gearbox purchasing the intellectual property of the franchise.[37] It was released by Take
Two Interactive on June 10, 2011 internationally with a North American release on June 14.
In a Wired.com interview with Randy Pitchford, it was revealed that Allen Blum's development team
Triptych Games have been brought into the office of Gearbox, making them a separate internal
developer.[38]
In the fall of 2010, Interceptor Entertainment CEO Frederik Schreiber had started throwing around the
idea of doing a Duke Nukem 3D remake. Schreiber created a test map to give an idea of what it may look
like, which he took screenshots of and posted on the Gearbox forums. Shortly after posting the
screenshots the images and the project made their way to various gaming sites causing a small buzz
within the gaming community. He first contacted Gearbox Software, who told him to contact George
Broussard and Scott Miller at 3D Realms. Schreiber proceeded to contact 3D Realms. The screenshots
for the project were enough to convince Scott Miller to a certain degree about the project, but the game
would need Take Two's permission for it to happen.
Schreiber again contacted Gearbox, hoping they would have a better relationship with Take Two than 3D
Realms. After following the proper channels within Gearbox, he was able to get in contact with PJ
Putnam, the company's vice-president and General Counsel. Gearbox was interested in helping the
project and Schreiber was eventually granted a "personal non-commercial license" to Duke Nukem.
Having received permission to proceed, Schreiber announced the game on October 13, 2010, under the
name Duke Nukem Next-Gen, revealing he had set up a small team to work with. It was also stated the
game would be based on the Unreal Engine 3 and would not require any other game for it to run. On
November 4, 2010, the game was renamed to Duke Nukem 3D: Reloaded.
The game has been put on an indefinite hold as of September 24, 2011, pending the resolution of
differences between the Interceptor Entertainment team and Gearbox Software due to ambiguity on
whether or not the finished product would actually be allowed to see release.[39]
On July 15, 2015, Gearbox confirmed that a new Duke Nukem was in development and that concept
images have been made.[40]
On September 4, 2016, Gearbox announced Duke Nukem 3D: 20th Anniversary Edition World Tour.
The game includes new levels developed in conjunction with some of the original developers, re-recorded
lines by original Duke voice actor Jon St. John, and new music from original composer Lee Jackson. It
was released on October 11, 2016.
Battleborn
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Released in May 2016, Battleborn was a cooperative first-person shooter video game with multiplayer
online battle arena (MOBA) elements. It takes place in a space fantasy setting where multiple races
contest possession of the universe's last star. Players select one of multiple pre-defined heroes,
customized with passive abilities gained through end-of-mission loot, to complete both player-vs-player
and player-vs-environment events. During such events, characters are leveled up through their "Helix
tree", granting one of two abilities at each level.[41] While Battleborn was well received by critics, it was
released within a month of Blizzard Entertainment's Overwatch, a hero shooter with similar concepts,
and which quickly overshadowed Battleborn.[42] The title went free-to-play in June 2017[43] and will be
shut down in January 2021.[44]
Homeworld series
After 10 years without any new releases to the series, Gearbox acquired the rights to the Homeworld
series from THQ in 2013.[45][46] Shortly after that the Homeworld Remastered Collection was released
in 2015, containing updated High-Definition versions of Homeworld and Homeworld 2 compatible with
modern Windows and Mac OS X systems.[47]
In September 2013, Gearbox announced a partnership with Blackbird Interactive and licensing the
Homeworld-IP for their then-named Hardware: Shipbreakers game. This game later became
Homeworld: Deserts of Kharak and was released on January 20, 2016[48] as a prequel to the original
Homeworld game of 1999.
On August 30, 2019, Gearbox announced Homeworld 3 which will again be developed by Blackbird
Interactive.[49] The game's development is at least partially funded through a crowdfunding campaign
on the Fig platform.[50] It is currently planned to release the game in Q4 of 2022.[51]
Other media
A Borderlands film has been in development wit Gearbox and Lionsgate since around 2015, with Eli
Roth set to direct, though as of February 2020 had yet to start production.[52]
In April 2020, Gearbox announced it was developing a television series based on its Brothers in Arms
series.[53]
Technology
In 2006, they partnered with Dell and Intel to provide development computer systems and technology
for their studio.[54]
In June 2007, they purchased a Moven motion capture system that uses non-optical inertia technology,
to augment their existing Vicon optical motion capture system becoming one of the few independent
developers with two in-house motion capture capabilities.[55]
In February 2008, it was announced that they had licensed NaturalMotion's Morpheme software.[56]
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Games developed
Games published
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External links
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