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Gears 5: Asylum

Asylum was a multiplayer map for Gears 5 produced at Splash Damage in partnership with the Coalition. Old makes way for the new as railroad is run through the grounds of an asylum. Occaionally, something can be seen lurking in the windows...
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A lot of work was required to make effiecent HLODs to reduce draw calls and provide good shadow casters, while not going over memory budgets so as to hit 60fps targets on base xbox one hardware.
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PIX captures and memory reports to surface assets impacting performance. Work on producing optimised materials when assets had been brought over from the campaign, with features that were not required for multiplayer. Ensuring the floor surface blends were optimal. Fine tuning of HLOD clusters, shadow casting and draw distances of assets.
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Art direction – Jason Flanagan, Matt Massier
https://www.artstation.com/jasonflanagan01
https://www.artstation.com/mattmassier
Lead artist – Angelo Dal Pra/Jacob Mandt
https://www.artstation.com/angelodalpra
https://www.artstation.com/jm82
Level art - Tibor Toth, Luke Efrussy, William Taylor-Parker Ibrahim Wahab, Joe Tyas
https://www.artstation.com/willtparker
https://www.artstation.com/lukee
https://www.artstation.com/artwahab
https://www.artstation.com/joetyas
Asset art - Mike Isaakidis
https://www.artstation.com/michailisaakidis
Lighting – Nick Slaney
https://www.artstation.com/kogoros
VFX - Sergi Salvador, Raul Calderon
https://www.artstation.com/lifarino
Tech Art - Jon Langford, Jonathan Murphy
https://www.artstation.com/jon-langford
Level concepts - Braydan Barrett, Robert Lund, Nikolay Georgiev
https://www.artstation.com/braydanbarrett
https://www.artstation.com/fuelstains