Gears of War Ultimate Edition
An early vertical slice cinematic. This version of Marcus used the first head I created.

An early vertical slice cinematic. This version of Marcus used the first head I created.

Our initial fidelity and style target for characters. As main characters do, Marcus went through a lot more iterations after this one!

Our initial fidelity and style target for characters. As main characters do, Marcus went through a lot more iterations after this one!

For the Locust update, we focused on adding more realism and fidelity to their faces and bodies, while keeping their hand-made armor essentially untouched from their original models (provided by Epic).

For the Locust update, we focused on adding more realism and fidelity to their faces and bodies, while keeping their hand-made armor essentially untouched from their original models (provided by Epic).

A shot of the one sheet created to drive material work on COG soldiers.

A shot of the one sheet created to drive material work on COG soldiers.

Armor (concept update) by Andrew Domachowski - our goal with all characters was to add a level of believability and polish to designs, not alter them.

Armor (concept update) by Andrew Domachowski - our goal with all characters was to add a level of believability and polish to designs, not alter them.

Cole (head model) by Heber Alvarado

Cole (head model) by Heber Alvarado

Cole was my favorite. His armor was the largest upgrade for the main cast, and his face got a substantial rework too.

Cole was my favorite. His armor was the largest upgrade for the main cast, and his face got a substantial rework too.

Marcus was the first character built for Ultimate, and the entire character team combined forces to create him. It was a great opportunity for us to collaborate on updating the character art for Gears and understanding some of the challenges we'd face. Taking one of the biggest franchises in gaming and modernizing it was a huge honor.