Gears 4 & 5

Centerpiece facade in the center of MP map Asylum. Blocked out in unreal, exported to modo, and painted over in Photoshop.

Centerpiece facade in the center of MP map Asylum. Blocked out in unreal, exported to modo, and painted over in Photoshop.

Asylum was basically a courtyard in the center of a single building, so this shot was to describe that general architecture.

Asylum was basically a courtyard in the center of a single building, so this shot was to describe that general architecture.

Once a library of props are built up it's super easy to design things in Unreal to get 80% there. On the left is an example of a paintover, and the right was distant enough geo that didn't require any paintover design.

Once a library of props are built up it's super easy to design things in Unreal to get 80% there. On the left is an example of a paintover, and the right was distant enough geo that didn't require any paintover design.

A guard tower design for the Gears 4 map Security.

A guard tower design for the Gears 4 map Security.

Security exterior and interior paintovers.

Security exterior and interior paintovers.

Unique cover prop for Security.

Unique cover prop for Security.

Gears 5 map Museum centerpiece. This was a complicated set piece that included a triggerable laser trap that I worked closely with design on.

Gears 5 map Museum centerpiece. This was a complicated set piece that included a triggerable laser trap that I worked closely with design on.

Gem display case that was located on the previous bridge.

Gem display case that was located on the previous bridge.

Modular props that had to be reused throughout Museum. The display case had to be fit to a huge assortment of cover shapes if needed.

Modular props that had to be reused throughout Museum. The display case had to be fit to a huge assortment of cover shapes if needed.

Breakdown of the display case modular set.

Breakdown of the display case modular set.

Gears 5 campaign hand scanner, including a diagram of the blood collection process.

Gears 5 campaign hand scanner, including a diagram of the blood collection process.

Hand scanner ideation.

Hand scanner ideation.

Gears 4 cover props for all maps. I had initially blocked all of these in with the intention of finishing maybe 2, but we decided to just use all of them!

Gears 4 cover props for all maps. I had initially blocked all of these in with the intention of finishing maybe 2, but we decided to just use all of them!

More cover props.

More cover props.

Cover props.

Cover props.

Cover props.

Cover props.

Two paintovers of the MP map HarbourHaze.

Two paintovers of the MP map HarbourHaze.

A docking clamp (cover prop) for HarbourHaze.

A docking clamp (cover prop) for HarbourHaze.

Control panel cover prop.

Control panel cover prop.

Engine cover prop.

Engine cover prop.

An example of how the cover props can combine to create a larger piece for the design team to use.

An example of how the cover props can combine to create a larger piece for the design team to use.

Harbour needed a modular railing that could be used throughout the entire map.

Harbour needed a modular railing that could be used throughout the entire map.

Modular breakdown of the railing.

Modular breakdown of the railing.

Early fuel depot painting. Blocked out in Unreal and painted over in photoshop.

Early fuel depot painting. Blocked out in Unreal and painted over in photoshop.

Fuel Depot graphic design screens for a quest.

Fuel Depot graphic design screens for a quest.

During my time at Splash Damage I had the pleasure of working on Gears 4 & 5. Do yourself a favor and check out the rest of the team's work -- they really knocked it out of the park!

The work here is pretty scattered and covers both multiplayer maps and some early campaign stuff.

Date
September 14, 2019