Gears of War - E-DAY
Xbox Games - Producer of Environment Art
About
Gears of War is a franchise spanning over 20 years since it’s first game in 2006. I’ve recently had the opportunity to not just work on but Produce the newest installment in the series. It launched the past October 2026 and has since been criticially acclaimed scoring a Meta critic rating of 8.8 and 9/10 on IGN
MY CONTRIBUTION
I started off as a fulltime Coordinator and from my love of strong visuals and artist background became the Producer of Environment Art. I managed a team of 10 internal artists 3 leads and about 20 outsource artists. I came on to the project within the last 2 years of production so it was a lot of quick learning and implementation but with our team’s commitment to the craft and love of story telling we were able to create a beautiful world the fans could fall in love with.
I also oversaw the Graphic Art, Concept art and additional cross discipline requirements for assets in the game.
Challenges
Art Vs Performance
One of the biggest hurdles I found as an art producer on such a tech heavy game was finding ways we could fit everything we want into the game without breaking it. Especially in instances with tight deadlines. Our team was constantly pushed up against the walls to try an meet artistic expectations from Directors without cutting corners from a technical point of view. This required a lot of cross discipline communication from production to ensure that unique workflows for specific assets were done in a way that all artists from multiple departments were aligned on.
Canada, Warsaw, Montreal, China
It was timezone insanity working on E-day but it made me a morning person (eventually). I had a lot of late nights and early mornings trying to gather all the insights, perspectives and review notes from team members. It was extremely difficult and many of us were burnt out during finaling and OT hours. As a producer you become the face of your department and your artists often look to you for guidance and morale boosts so it was important to me to lead by example. Even though the days were long it was helpful to see my team become encouraged and work hard to meet our deadlines. We managed to land all our features on time with little to no discrepancies and I’m incredible proud of that.