Personal Project

Gears of War's global esports broadcast

RoleVisual Designer
IndustryGaming
Date2017 - 2020
OutcomeScalable esports design system
Screenshot layout slide 1

The 30-Second Version

A quick note before you keep scrolling

Live esports broadcasts leave almost no margin for error: every overlay has to read instantly at full gameplay speed while carrying sponsor and tournament branding without breaking the Gears identity. I owned the visual design end to end across four competitive seasons, from HUD screens and player identity systems to weapon skin concepts, motion graphics, and physical merch, delivering 1,000+ production ready assets straight into Unreal Engine on live tournament schedules.

I Owned

  • Visual design direction, brand to broadcast
  • HUD, UI & player identity systems
  • Weapon skin & cosmetic concepts
  • Motion graphics & broadcast animation

Built Alongside

  • UI engineers & technical artists: in-engine implementation
  • Producers & marketing: tournament operations and merch rollout

From first sketch to implementation

I owned the visual design of Gears of War's competitive experiences end-to-end across multiple seasons. Concept to in-engine implementation. With daily collaboration alongside artists, engineers, and producers to make sure every asset shipped on time and looked exactly right.

Deliverables
Player identity systems
HUD & menu screens
Weapon skin concepts
Motion graphics
Marketing visuals
Production-ready Unreal Engine assets

The challenge

Live esports broadcasts have almost no margin for error. Every overlay has to communicate information instantly while remaining readable during fast-paced gameplay, accommodating sponsor requirements, multiple camera views, and tournament branding, all without distracting players or viewers.

Carry the Gears brand identity into new competitive contexts
Scale across multiple screen sizes and broadcast environments
Integrate cleanly into Unreal Engine production pipelines
Deliver production-ready assets on live tournament schedules
Design Approach

Brand Identity

Translate the Gears brand into broadcast-ready visual language.

Player Experience

Prioritize clarity and focus so players and viewers stay engaged.

Production Constraints

Design within technical and operational limits of live production.

Final Design

Deliver polished, flexible overlays ready for tournament play.

From concept to competitive-ready

Research

Dissected the Gears visual DNA, materials, textures, typography, composition, lighting. Built a reference foundation that made every new asset feel native to the franchise, not bolted on.

Moodboards · Visual references · Color palette · Typography audit
Research
Visual work & highlights

HUD screens

Created esports-focused game screens and HUD-adjacent UI assets that balanced player identity with readability, hierarchy, and existing UI constraints.

Screenshot layout slide 1Screenshot layout slide 2Screenshot layout slide 3Screenshot layout slide 4

In-game player identity

Designing self-expression. From personal banners to UI-integrated emblems, this work explores how players define themselves in-game

Screenshot layout slide 1Screenshot layout slide 2Screenshot layout slide 3Screenshot layout slide 4Screenshot layout slide 5Screenshot layout slide 6

Physical brand & merchandise

Extended the Gears Esports identity beyond the screen into high-impact physical touchpoints. Designed branded apparel (hoodies, t-shirts) and venue gear (pro-gaming chairs) to build community identity and elevate team presence during live global majors.

Screenshot layout slide 1Screenshot layout slide 2Screenshot layout slide 3Screenshot layout slide 4Screenshot layout slide 5Screenshot layout slide 6Screenshot layout slide 7Screenshot layout slide 8

Weapon skins

Concept to combat. A look at the creative process behind custom weapon cosmetics, highlighting the evolution from initial sketch to final in-game material and texture detail.

Screenshot layout slide 1Screenshot layout slide 2Screenshot layout slide 3Screenshot layout slide 4Screenshot layout slide 5

Motion & broadcast animation

Crafted dynamic motion packages to elevate live tournament broadcasts, featuring high-energy stingers, animated match transitions, lower thirds, and tournament bracket reveals tailored for real-time Twitch and YouTube streaming.

Reflection

Working on Gears of War Esports taught me how different designing for live competition is from designing traditional game UI. Every visual decision had to support split-second comprehension while satisfying tournament operations, branding, and production constraints. It reinforced the importance of designing systems that remain flexible across seasons rather than creating one-off assets.

Thanks for taking the time to explore this case study ✨

You may also like

A quick look at how that same problem-solving shows up across AAA games, SaaS, and marketing.

EA Sports NHL live-ops content thumbnail
AAA Game Development · EA Sports NHL

NHL Live Ops

Rebuilt a Photoshop-based content pipeline into a Figma system for daily/biweekly live-service drops, cutting turnaround and errors.

Read case study
SaaS · ProtoPie

ProtoPie's Website Redesign

Led UX and visual design for the marketing site rebuild in Framer, unifying a fragmented component system.

Read case study

Create a free website with Framer, the website builder loved by startups, designers and agencies.