Real Feelings, Real Successes: Tiny Tina’s Wonderlands Senior Producer Kayla Belmore on the New Borderlands Spinoff

Tiny Tina’s Wonderlands has a surprisingly rich legacy, and quite a bit is riding on its success. Gearbox’s Borderlands series is a modern classic-a silly, bombastic, M-rated combination of the FPS and RPG genres known as “looter shooters,” a subgenre which has proliferated across the gaming landscape with the rise of the games-as-a-service model. Yet Borderlands remains distinct and seminal. The games are not afraid to be obnoxious but they’ve seldom courted controversy in the way certain other games have. Still, they’ve evolved over time, ever more vibrant in their deployment of color in a barren wasteland, with cell-shaded graphics depicting a post-apocalyptic outer space. 12 years since the original game was released, there have been three sequels, a spin-off, and a bunch of heralded DLC. Two years after the last main release, a film is in the works and another spin-off, following-up on a fan-favorite DLC, Tiny Tina’s Wonderlands, is on its way.
Releasing March 25, 2022, Tiny Tina’s Wonderlands takes place within the mystical world of “Bunkers & Badasses,” a tabletop RPG inspired by such real-life fare as Dungeons & Dragons, set in the timeline sometime shortly after the Borderlands 2 DLC Tiny Tina’s Assault on Dragon Keep. In the game, the familiar Borderlands character Tiny Tina will play the role of the dungeon master, dictating the world the players will inhabit as she channels an outlet from the hazards of the planet Pandora. Unlike in past Borderlands games, players won’t be picking one of four Vault Hunters. Instead, they’ll create a character and be able to mix and match skills and traits for the first time. The character creator also exemplifies Gearbox’s attempts to prioritize representation; body type, voice, personality, and makeup will all be decoupled so players can mix and match, interpreting their characters however they would like.
Helping helm the project is senior project producer Kayla Belmore, a one-time GameStop employee and now a veteran of Irrational Games, FireForge, and Gearbox who likes to think of herself as “an air traffic controller.” Between keeping everyone on budget, advocating for communication between inward-facing development and outward-facing marketing, and occasionally weighing in on creative decisions, she’s managing a lot of planes in the air. She’s also a standout in a male-dominated industry still working to integrate itself, someone that transitioned from the administrative positions typically seen as more “female-accepting” to helping run a development cycle. She had a long path here, but has been guided by values instilled in her by her mother.
“All we had was each other and work ethic… she sacrificed a whole lot to make sure that my life was just a little better than hers,” Kayla Belmore said in an interview with Paste. “One thing she instilled in me, and it’s one of the most important lessons and really what changed my life and got me into this career, was to be the best you can be at any job that you’re at because you never know who you’re going to meet.”
The culture of videogaming seems to be in a perpetual stage of desperate soul-searching when it comes to the place and treatment of women in games, be it playing, streaming, developing, producing, or promoting. From walkouts and lawsuits responding to alleged abuse, discrimination, and harassment at major developers, to streamers and journalists having to call-out the abusive behavior of their own viewers, there’s a lot to be dealt with. Belmore realizes that at least 41% of people that play videogames are women, and she’s pushing for them to be able to see themselves in their entertainment, by being the voice in the room bringing up ideas and perspectives that men dominating these spaces wouldn’t otherwise think about, enriching the artistic experience for an open-minded art team willing to hear her ideas. She comes from a life of struggle, hard work and sacrifice, from having to leave school to work and help pay rent so her younger sister could stay in school, to dealing with 10:1 male-to-female ratios in an engineering school environment.
Kayla Belmore’s position as the senior product producer for a major AAA title is no doubt due to her own hard work, inspired by a mother that always leveled with her that determination and belief would be key to any success she or her sister would have. Fortune is when hard work meets opportunity, and Belmore’s opportunity—like most people’s—came through connections, though hers were perhaps unorthodox. Kayla Belmore is a Senior Producer for Tiny Tina’s Wonderlands at least in part because another woman was willing to hold the door open and extend the ladder to her. Among her influences and inspirations, Belmore credits Sarah Rosa, currently an executive producer at ProbablyMonsters, who worked with Belmore at GameStop in the mid-2000s, and helped her get her foot in the door at Irrational Games (where Belmore helped work on BioShock Infinite DLC) and later Gearbox Software (where she was an Associate Art Producer for Battleborn DLC before helping produce, and recording audio for, Borderlands 3).
Belmore was also able to bring a unique eye to Tiny Tina’s Wonderlands from her own personal experience. She’s a cosplayer that got the marketing team to work on cosplay guides in Borderlands 3 (and they came to her for more for this game), a former aspiring mechanical engineer that wanted to “change the world” and now wants to entertain it, the sort of person that advocates for team shirts for the developers to come in masculine and feminine cuts, and to encourage eager artists to add makeup and a variety of hairstyles alongside battle scars and tattoos in the new character creator for Tiny Tina’s Wonderlands.
She’s also aware of how times have changed since Tiny Tina was first introduced, and how the character today needs to have grown. Tiny Tina will be the same character fans know and love, but updated, and hopefully with less of a cringeworthy reliance on appropriating AAVE. As Belmore put it, “every game [Gearbox] make[s] is a new opportunity to evolve characters, and we’re making them in the time that we’re in now.