This being the first time Borderlands takes place in an open world, we decided to invest in a dynamic weather system to help increase immersion and create more variety in the visuals as players spend long periods of time in each region. This was accomplished with the help from a lot people from all departments. Our tools programmer Kathryn Williams, our Lead Lighting Artist Stephen Cole, and our out source partners at Disbelief were the stand out stars here. Without their amazing work, we would never have gotten this in a place to ship