
Gears of War: E-Day
Trailer & Gameplay
Gears of War: E-Day Announce Trailer
Game Info
Name: Gears of War: E-Day
Type: Single Player, Co-Op 3rd Person Shooter
Tool: Unreal Engine 5, Google Docs Suite, The Coalition proprietary tools
Platforms: PC, PS5, XBOX Series X/S
Check it out:
Role
Level Designer
Responsible for the complete design, content and scripting from beginning to end for multiple levels, chapters through the entire First Act along with key mid and the final chapter of the game:
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Level design and scripting for each level in UE5, establishing player paths and enemy routes, combining use of specialized spawning and animation systems to present enemy entry into the encounter as well as for story presentation
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Implemented dynamic environment interactions (e.g. destructible cover, branching paths) to give players meaningful tactical choices on how they approach encounters
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Responsible for multiple passes on a mission from an initial white block/geoshell to design shell with basic scripting to iterative passes improving on level design, working with visual passes from art, narrative and cinematic passes and ensuring they all work together
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Embedded environmental storytelling cues with scripted events—to reinforce narrative beats and player immersion without relying on cutscenes.
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Difficulty tuning and balance
- Supporting narrative and cinematic design team with sequence and flows to best present the story in a particular area
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In-mission mini moments through sequencer, both as narrative tools as well as gameplay pieces to guide the player to objectives and as part of combat
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Implemented improvements driven by consistent playtesting 'as the player'
Game Description
The sixth mainline installment in the genre defining and award winning Gears of War franchise
Fourteen years before Gears of War, war heroes Marcus Fenix and Dom Santiago return home to face a new nightmare: the Locust Horde. These subterranean monsters, grotesque and relentless, erupt from below, laying siege on humanity itself.
Details
Excited to work on one of my childhood favorite series, one that got me interested in 3rd person shooters and changed my perspective of shooting gameplay since.
I've worked on the First, final and middle portions of the game. I have developed, iterated on and designed portions of the game from the very first moments the player experiences when they start playing the game, with new enemy types introduced and also involving myself with supporting the narrative and cinematic moments to all play together to provide a sense of a theater of war. Beyond this, I was also working on some of the boss encounters and several different types of enemy encounters that each presented the player with a unique combat puzzle.
Designing Gears of War’s third-person shooter systems taught me how to balance feel, pacing, and challenge—even when features aren’t fully polished. I mapped out encounter rhythms—when to spring an ambush, when to give players breathing room, what challenge to present each time—and iterated those beats through playtests, all while adapting to changing art assets and placeholder animations. I also worked on complex moving pieces of levels where I brought together multiple aspects of scripting, sequencer and level design to work together to enable the final experience with for example, an area on a bridge with multiple levels that can move up and down, resulting in a lot of things to keep track of to ensure everything aligns.
To bring those ideas to life, I’m in constant sync with Art, Animation, Programming, and UI teams, translating high-level vision into concrete tasks. I negotiate scope and schedules with production, track progress against milestone goals, and foster clear, ongoing communication so that each of the levels, encounters and gameplay systems all coalesce into a seamless gameplay loop.