Scaling Borderlands 4: Cloud Builds, CI/CD, and the Hidden Costs of Success
Three years after discussing Gearbox's cloud-based build pipeline with the P4 team, Steve Fortier and Phillip Peterson return to share what happened as Borderlands 4 grew from a secret project into a live game. As the team grew to support more branches, patches, and ongoing content, they encountered new challenges in P4, AWS, TeamCity, and Unreal Game Sync that only emerged on a massive scale. From symbol servers and workspace management to AWS storage and snapshot performance, they walk through the troubleshooting process behind several unexpected bottlenecks.