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New Ephyra: Vistas and Concepts
Cinematic Act I - Chapter II

Responsible for Skybox, background Vistas and city extension.

Cinematic Act I - Chapter II

Responsible for Skybox, background Vistas and city extension.

Cinematic Act I - Chapter II

Responsible for Skybox, background Vistas and city extension.

Cinematic Act I - Chapter II

Responsible for Skybox, background Vistas and city extension.

To match the meshing and lighting in Unreal I exported all the model and texture assets and re-assembled the city in Clarisse. I populate trees, created masks for the window lights and built a Matte system using scopes for projection layers in nuke.

To match the meshing and lighting in Unreal I exported all the model and texture assets and re-assembled the city in Clarisse. I populate trees, created masks for the window lights and built a Matte system using scopes for projection layers in nuke.

Concept for this location, experimenting with time of Day shifts for the returning cinematic later in the game.

Concept for this location, experimenting with time of Day shifts for the returning cinematic later in the game.

Concept pushing a more gloomy and oppressive feeling to this area for the returning cinematic later in the game.

Concept pushing a more gloomy and oppressive feeling to this area for the returning cinematic later in the game.

Some rough composition and lighting concepts to support cinematic meshing and lighting goals in this location.

Some rough composition and lighting concepts to support cinematic meshing and lighting goals in this location.

Gears 5 - Act I - Chapter 2: Diplomacy

New Ephyra: Vistas and Concepts

The development of the upheavals in the background went through a process. Early concepts were chunkier and direction guided us towards something more angular and sheer.

Development Process:
World Machine (Base shapes and variation) > Zbrush (Refinement and Optimization) > Clarisse (Texture, scattering, lighting and rendering) > Photoshop (Enhancement and cleanup) > Nuke (Assembly of Texture sheets > (Maya to create cards and uvs) Unreal Engine (For implementation, final tweaks and atmospherics).

Art Direction by:
https://www.artstation.com/mediumrare
Initial Concept work of this location by:
https://www.artstation.com/swang
And our Cinematic Team:
Greg Mitchell (Director), Anne Hall (Lighting Lead), Eduardo Dominguez (Cinematic Meshing), our incredible Environments and outsourcing teams who put together all the buildings and that kickass wall.

Special thanks to Jeff Bartziz for his training of Clarisse:
https://www.artstation.com/7_aces

More artwork