

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. The result is a candid look at how Gearbox manages millions of files, scales build infrastructure across AWS, and keeps development moving on a modern live-service game. In this episode: Scaling the infrastructure behind Borderlands 4 Managing 7+ million files and terabyte-scale build environments Using AWS, TeamCity, P4, and Unreal Engine to accelerate development Solving hidden bottlenecks in storage, syncing, and build automation Lessons learned from debugging large-scale cloud infrastructure Best practices for monitoring, cost management, and scaling DevOps teams Career advice for aspiring build and pipeline engineers Get In Touch: E-mail: p4podcast@perforce.com LinkedIn: Linkedin.com/in/jaselindgren Find Us Online: Perforce.com Perforce.com/podcasts/p4/in-development Linkedin.com/company/perforce






