year

20

24

GEARS OF WAR:E-DAY OFFICIAL ANNOUNCE TRAILER

The Gears of War franchise has long been a cornerstone of modern gaming, redefining third-person shooters with its cinematic storytelling and visceral combat. Contributing to this legacy through the E-Day announce trailer was both an honor and a chance to help shape a pivotal moment for one of gaming’s most iconic series.

project type

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In-Engine Game Trailer

studio

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The Coalition / Xbox Game Studios

client

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Blur Studio

roles

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Look Development, Lighting, Environment Art

The Gears of War franchise began in 2006, developed by Epic Games and later continued by The Coalition. Known for its groundbreaking cover-based combat, gritty storytelling, and unforgettable characters like Marcus Fenix and Dom Santiago, it quickly became one of Xbox’s flagship series. Over the years, Gears has expanded with multiple sequels, spin-offs, novels, and comics, cementing its place as one of the most iconic action franchises in gaming.

LOOK

DEVELOPMENT  & ENVIRONMENT ART

role

.

My role on this project was primarily in look development for the second half of the trailer, with a focus on the red Emergence Hole sequence lighting and set dressing. I also provided environment art support, working on assets and materials inside the apartment alongside my good friend and incredibly talented artist Damien Peinoit. In addition, I modeled the Emergence Hole itself and contributed to a few simple particle systems such as dust and ash. Toward the end of the project, I supported the Scene Assembly team with final lighting on several shots - most notably the sequence of Marcus fighting the Locust.

ENTIRELY

IN UNREAL ENGINE 5

pipeline & technology

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The trailer was created entirely in Unreal Engine 5, combining in-game assets with custom in-house assets. We leveraged UE5’s Lumen and Nanite, along with ray-traced reflections and shadows where possible, to push the cinematic quality while staying true to the look and feel of the franchise.

pipeline & technology

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UNREAL ENGINE 5, 3DSMAX

I was responsible for the look development, set dressing, and modeling of the emergence hole.

look development & lighting

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I handled the initial look development for the Dom and Marcus sequence, building the lighting kit and establishing the mood. We aimed for a moody, intimate atmosphere using a soft moonlight key combined with subtle red accents from the Emergence Hole. The final lighting for these shots was beautifully executed by Damien Peinoit.

final lighting

.

I was responsible for lighting the final part of the Marcus vs. Locust fight, staying true to the established look development while pushing the mood and atmosphere. The goal was to keep the lighting dark, tense, and cinematic yet ensure the action remained readable, impactful, and emotionally engaging.

I handled the final lighting and set dressing for these shots, as well as modeling the sci-fi gadgets around the TV console.

GEARS OF WAR: E-DAY OFFICIAL ANNOUNCE TRAILER

Two soldiers standing on a ruined urban landscape with fires and smoke, in front of a city skyline and a bridge, with dark and ominous sky, promoting the game Gears of War E-Day.

Working on Gears of War: E-Day was a real honor. The franchise has such a huge legacy in shaping modern action games, and being able to contribute to this next chapter was both exciting and humbling. Massive credit goes to the amazing team at Blur Studio and The Coalition. The passion, craft, and collaboration that went into this trailer made it a truly a special project.

credits

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Director: Franck Balson

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CG supervisor: Mathias Jourdes

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Producer: Célia Digard

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If you’re looking to push your project visually, let’s talk. I’d love to help craft worlds and stories that hit with impact.

You can check out more breakdowns and shots from the episode on my ArtStation