Borderlands Production Designer Andrew Menzies Teases Video Game Easter Eggs

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Borderlands Production Designer Andrew Menzies Teases Video Game Easter Eggs
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Borderlands Production Designer Andrew Menzies Teases Video Game Easter Egg

Summary Borderlands follows the infamous outlaw Lilith as she reluctantly returns to her home world of Pandora to find a missing girl - Tiny Tina . It doesn't take long before she forms an unexpected alliance with other misfits that she discovers along the way. Together, they must thwart an evil that threatens to destroy life as they know it. The Borderlands video games have a very recognizable aesthetic that was important to carry through to the movie.

Andrew Menzies: I’m always excited to try something I haven’t done before and Borderlands really ticked that box. I choose projects for what I think can challenge me and what I can bring to the table, creatively. I have to be excited by the project and feel I can contribute. And, this is how I felt when I read the script to Borderlands and saw the visuals of the game.

Andrew Menzies: I was most inspired by the playfulness of the aesthetics. There’s a lot of humor embedded in the game. Especially in the graphics and in the characters but also in the colors of the game’s environments. Andrew Menzies: Yes, there’s a lot of Easter eggs. In fact, we had someone in our department working for several weeks digging deep for Easter eggs, going through Borderland Forums, reaching out to the game makers, playing the game, searching for these eggs and working out ways to get them in our film. Most of them are in the graphic layering but also in the dressing of sets, especially in Sanctuary City and Tannis’s home.

Andrew Menzies Was Most Excited To World Build Screen Rant: What were you most excited to create when planning Borderlands? Also, I was so very lucky to have excellent mentors, such as Patrizia von Brandenstein and Rick Carter. The art department, more than any other department, has to have a good understanding of almost all other department, like direction, camera, stunts, lighting, visual FX, special FX and sound, etc. as we are thinking about the sets sometimes months before anyone else is so we have to make sure their requirements are built into the set design. That knowledge comes from years of learning.

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