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Borderlands' Iconic Look Cost Take-Two $50 Million

Two months before Borderlands was supposed to ship, Take-Two approved a $50 million art style overhaul. CEO Strauss Zelnick says no other publisher would have done it.

Nathan Lees3 min read
Borderlands key art
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$50 million. That's what Take-Two spent to scrap Borderlands' original art style and rebuild the game with the cel-shaded look that would define the franchise for the next two decades. CEO Strauss Zelnick revealed the figure in a recent interview with David Senra on the Founders podcast, framing it as one of the riskiest creative decisions in the company's history.

The timeline makes the gamble even wilder. According to Zelnick, Borderlands was just two months from finishing development when another executive walked into his office and told him they'd screwed up. The art style wasn't differentiated enough. It looked like every other gritty Xbox 360 shooter on the market. The fix? Remake the entire game's visual identity, pushing the release back by more than a year.

"Had we not done that, Borderlands wouldn't have been a hit," Zelnick said. "And that was a nonobvious decision. And I pretty much can assure you no one else in the business would have done it."

A $50 Million Gut Check

He's probably right about that. Borderlands first surfaced publicly in 2007 with visuals that wouldn't have looked out of place next to Gears of War or Fallout 3. It vanished from public view, re-emerged in 2008 with its now-iconic hand-drawn aesthetic, and finally shipped in 2009. The franchise went on to become one of Take-Two's biggest sellers. Zelnick acknowledged that a different executive at a different company would likely have shipped the original version and moved on rather than spend $50 million remaking a game that was nearly finished. "It was insane," he said, adding that even after committing to the overhaul, success wasn't guaranteed.

I love this story because it's the exact opposite of how most AAA decisions get made in 2026. The industry is obsessed with de-risking everything: safe sequels, proven formulas, live-service templates copied from whatever worked last quarter. A publisher greenlighting a $50 million do-over on a new IP two months before ship would be unthinkable at most companies today. The fact that it produced one of the most visually distinctive franchises in gaming history says something about what happens when executives actually trust their creative teams instead of just their spreadsheets.

Zelnick shared the anecdote during a broader conversation that also touched on GTA 6, which he confirmed is still on track for November 19, 2026, despite running roughly 18 months behind Take-Two's original internal target. He used the Borderlands story to illustrate the company's philosophy of prioritizing quality over rigid schedules. Whether that philosophy holds up under the pressure of shipping the most anticipated game in a generation is a different question, but the Borderlands precedent at least shows Zelnick has been willing to absorb massive short-term costs when the creative argument is strong enough.

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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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