Borderlands costume designer Daniel Orlandi discusses how he helped bring the beloved video game characters to life in the new Lionsgate film.
Summary Eli Roth's Borderlands is the film adaptation of the extremely popular video game franchise. Borderlands is set in a dystopian world where treasure-crazed vault hunters are willing to do just about anything to unlock the secrets of the planet Pandora. The film follows a group of misfits comprised of characters from the game must save a missing girl, Tiny Tina who is the key to unlocking the secrets of the lost vault.
Daniel Didn't Play The Games, But He Did Lots Of Research Daniel Orlandi admits that he is not much of a gamer himself, never has been, but that did not stop him from taking this job. He spent hours researching, so that he could be sure to remain true to the look and feel of the Borderlands video games. Because of that, they had everything made, rather than buying it.
Krieg is pretty close to the game costume. He's a fit guy, so it was fun to do and bang together. We had amazing leather workers in Budapest making that stuff for us. Moxie was the last one of the main characters. She was in New York, and we were in Budapest, so we had her measured in New York, and we got the costume together. There were a lot of adjustments made so she could move, and get the boots right.
I love to have early conversations with the production designer and the props about what are the guns going to look like? And do we have to make something to hold them? The nuts and bolts, as well as the design. You can't just be in your little ivory tower and say, "This is the costume. I don't care where they put the keys."
Daniel Orlandi: We didn't have that many, to be honest. I've had a lot more on other films. Timewise, and we were shooting during the pandemic in Budapest. So the supply chain was like, "Yeah, we have enough fabric to make three. And that's all you got." It's a lot of added pressure, but that's the nature of our business. The pressure is fun.
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