
Gears of War 4 (2016)
Platforms: Windows Apps · Xbox One · Xbox Cloud GamingGenres: Genres · Action · Behind view · Gambling elements · Shooter · Direct control · Sci-fi / futuristic
Gears of War 4 is the fourth main game in the series and aside from some early work it no longer involves the original developer Epic Games for the first time. It is set 25 years after the end of the Pendulum Wars between the Coalition of Ordered...
Tell us your platforms and PC — every game page will show what you can play right now.
Set up your profile →Community tags
Be the first to tag this page — tags appear right away. Try a theme, capability, or subject (e.g. WWII, heist, slow burn, time travel, A24).
Age Rating
M
Cast & Crew · 300 people
- Rod Fergusson· Studio Head
- Chuck Osieja· Creative Director
- Kirk Gibbons· Art Director
- Kate J. R· Technical Director
- Walter de Torres· Director of Production
- Matthew Searcy· Lead Campaign Designer
- Jerry Edsall· Lead Campaign Designer
- Zoë Curnoe· Lead Campaign Producer
- Ryan Cleven· Lead Multiplayer Designer
- Otto Ingi Ottosson· Lead Multiplayer Producer
- Beau Brennen· Lead Multiplayer Engineer
- Jarret Bradley· Lead Gameplay Producers
- Julia Knot· Lead Gameplay Producers
- Aryan Hanbeck· Associate Art Director
- Colin Penty· CG Supervisor
- Greg Mitchell· Cinematic Director
- John Morgan· Audio Director
- Patrick Coleman· Lead Win10 Producer
- Cam McRae· Lead Win10 Engineer
- Prince Arrington IV· QA Director
- Amy Pejic· Lead Producers
- Åsa Carlsson· Lead Producers
- Jonathan Taylor· Lead Producers
- Shaun Laker· Lead Producers
- Andrew McDonald· Associate Producers
- Benjamin Tse· Associate Producers
- Darius Tam· Additional Production
- Leo Texier· Additional Production
- Teresa Lee· Additional Production
- Pax Lyle· Lead Gameplay Designer
- Robert Churchill· Gameplay Design
- Mark Riddell· Gameplay Design
- Nick Letizia· Gameplay Design
- Sten Hübler· Lead Level Designer
- Nicholas Christiani· Lead Technical Level Designer
- Adam McDonald· Level Designers
- Amanda Chilton· Level Designers
- Dan Gold· Level Designers
- Jaejun Han· Level Designers
- Jordan Groves· Level Designers
- Malcolm Wilson· Level Designers
- Martin Badowsky· Level Designers
- Nic Wechter· Level Designers
- Quentin MacMillan· Level Designers
- Scott Cowie· Level Designers
- Bonnie Jean Mah· Narrative Producer
- Thomas R. Bissell III· Lead Writer
- Lawrence Mathes· Narrative Designer
- Aisling Mullan· Narrative QA
- Jamie Mactaggart· Multiplayer Game Designers
- Peder Skude· Multiplayer Game Designers
- Tyler Bielman· Multiplayer Game Designers
- Shannon Gadbois· Lead Multiplayer Level Designer
- Damien Galipot· Multiplayer Level Designers
- Garrett Metcalf· Multiplayer Level Designers
- Lyubomir Kubadinov· Multiplayer Level Designers
- Michael Shannon· Multiplayer Level Designers
- Stanislas Bernard· Additional Multiplayer Level Designer
- Daniel Daigle· UX Designer
- David Bollo· Lead Animation Engineer
- Jesse Cluff· Lead AI Engineer
- Anh Chi Bui· Campaign Engineering
- Chris Johnson· Campaign Engineering
- Darrin Brown· Campaign Engineering
- Jan Bulin· Campaign Engineering
- Jason Lok Heng Chin· Campaign Engineering
- Jaysen Huculak· Campaign Engineering
- Joey Antignano· Campaign Engineering
- John Lisco· Campaign Engineering
- John Lydon· Campaign Engineering
- Jean-Philippe Flouret· Campaign Engineering
- Keith Hentschel· Campaign Engineering
- Matt Power· Campaign Engineering
- Matthew Battison· Campaign Engineering
- Peter Blackburn· Campaign Engineering
- Robert McLaughlin· Campaign Engineering
- Robert Millar· Campaign Engineering
- Winnie Tsang· Campaign Engineering
- Zachary Mok· Campaign Engineering
- Jodon Karlik· Additional Campaign Engineering
- Clayton Vaught· Lead Online Engineer
- Cei Gladstone· Lead MP Gameplay Engineer
- Adam Starling· Multiplayer Engineering
- Chris Haddon· Multiplayer Engineering
- Daniel Ukryn· Multiplayer Engineering
- Dashan Yue· Multiplayer Engineering
- Jake Moffatt· Multiplayer Engineering
- Jason Voisin· Multiplayer Engineering
- Matthew Booth· Multiplayer Engineering
- Miles Kaech· Multiplayer Engineering
- Radha Kotamarti· Multiplayer Engineering
- Robert Larock· Multiplayer Engineering
- Samy Duc· Multiplayer Engineering
- Thomas Edmunds· Multiplayer Engineering
- Brian Milligan· Additional Multiplayer Engineering
- Matt Oelfke· Additional Multiplayer Engineering
- Matt Hughson· Lead UI Engineer
- David J. Block· UI Engineering
- Delfino Leong· UI Engineering
- Matt Walsh· UI Engineering
- Tay Grigg· UI Engineering
- Rouz Youssefi· UI Engineering
- Jun Zheng· Additional UI Engineering
- Jim Malmros· Lead Rendering Engineer
- Cedric Lee· Rendering Engineering
- David Lucas· Rendering Engineering
- Henrik Halén· Rendering Engineering
- Ian Wong· Rendering Engineering
- John White· Rendering Engineering
- Mike Perzel· Rendering Engineering
- Simon Wong· Rendering Engineering
- Stuart McKenna· Rendering Engineering
- Arturo Caballero· Additional Rendering Engineering
- Christopher Cooper· Additional Rendering Engineering
- Dan Phillips· Lead Systems Engineer
- Andrzej Bialokozowicz· Systems Engineering
- Aurélien Cordonnier· Systems Engineering
- Basil Chan· Systems Engineering
- Kosta Arvanitis· Systems Engineering
- Morgan Davidson· Systems Engineering
- Randy Parmar· Systems Engineering
- Simon Clay· Systems Engineering
- James Smith· Lead Audio Engineer
- Clarence Chu· Audio Engineering
- Chris Caulfield· Additional Engine Development
- Elizabeth Baumel· Additional Engine Development
- Jeremy Lerner· Additional Engine Development
- Kristofel Munson· Additional Engine Development
- Nathan Green· Additional Engine Development
- Nikunj Raghuvanshi· Additional Engine Development
- Steven Ellmore· Additional Engine Development
- Tristen Rasmussen· Additional Engine Development
- Phil Cousins· Lead Tools & Infrastructure Design
- Chuma Nnaji· Tools & Infrastructure Design
- Cindy Wong· Tools & Infrastructure Design
- David Negrabee· Tools & Infrastructure Design
- James Woong Gun Choi· Tools & Infrastructure Design
- Jess Kube· Tools & Infrastructure Design
- Manu Varghese· Tools & Infrastructure Design
- Mark Lessard· Tools & Infrastructure Design
- Philip Djonov· Tools & Infrastructure Design
- Sinisa Karolic· Tools & Infrastructure Design
- Steve Watson· Tools & Infrastructure Design
- Turhan Yagiz Merpez· Tools & Infrastructure Design
- Will Beddow· Tools & Infrastructure Design
- Jon Carr· Additional Tools & Infrastructure Engineering
- Robert Dunnil· Additional Tools & Infrastructure Engineering
- Kevin Oh· Lead Online Services Technician PM
- Jarrod Zwart· Technical Online Services PMs
- Jonathan Yapp· Technical Online Services PMs
- Bob Bauman· Technical Online Services PMs
- Bart Mazus· Lead Online Services Engineer
- Jared Jackson· Lead Online Services Engineer (Redmond)
- Asish Singh· Online Services Engineering
- Dylan Bevan· Online Services Engineering
- Eric Borzello· Online Services Engineering
- George Povorozniouk· Online Services Engineering
- Justin Liew· Online Services Engineering
- Kurt Mang· Online Services Engineering
- Lee Kennett· Online Services Engineering
- Marcus Reid· Online Services Engineering
- Matthew Kwong· Online Services Engineering
- Megan Quinn· Online Services Engineering
- Murray Meehan· Online Services Engineering
- Philip Niemeyer-Farquharson· Online Services Engineering
- Piers MacDonald· Online Services Engineering
- Sachi Nafrey· Online Services Engineering
- Andrew C. Hampton· Additional Online Services Engineering
- Andrew Gearhart· Additional Online Services Engineering
- Bobby Vidina· Additional Online Services Engineering
- John Qi· Additional Online Services Engineering
- Mangal Srinivasamurthy· Additional Online Services Engineering
- Ningna Dang· Additional Online Services Engineering
- Reed Rector· Additional Online Services Engineering
- Thai Quoc Nguyen· Additional Online Services Engineering
- Brad Sweder· Technical Art Directors
- David Coleman· Technical Art Directors
- Anthony Marraffa· Technical Art
- Kurt Diegert· Technical Art
- Ryan DowlingSoka· Technical Art
- Ryan Lewis· Technical Art
- Geoff Lester· Additional Technical Art
- Brian Whitmire· Cinematic Animation Lead
- Alex Ushijima· Cinematic Animation
- James Grow· Cinematic Animation
- Lianna Scrimger· Cinematic Animation
- Roxy Liao· Cinematic Animation
- Corey Moreino-Belina· Addiotinal Cinematic Animation
- Kyle Gaulin· Addiotinal Cinematic Animation
- Osman Gani· Addiotinal Cinematic Animation
- Erin Olorenshaw· Cinematic Layout
- Gary Hendry· Cinematic Layout
- Zack Ellsworth· Cinematic Layout
- Samuel Irwin· Technical Cinematic Animation
- Ralph Zondag· Cinematic Storyboard Artist
- Chuck Wojtkiewicz· Additional Cinematic Storyboard
- Sasha Dunfee· Cinematic Level Art & Meshing
- Daniel Roarty· Lead Character Artist
- Daniel Bohrer do Nascimento· Character Artists
- Heber Alvarado· Character Artists
- Michelle Zhang· Character Artists
- Ayako Ishibashi· Rigging
- Marco Kwok Ho Poon· Rigging
- Jason Hopkins· Lead Gameplay Animator
- Chris Cairns· Gameplay Animation
- Elard Meneses Puente· Gameplay Animation
- Guy De Woolfson· Gameplay Animation
- Hyunchul Jung· Gameplay Animation
- James Stevenson· Gameplay Animation
- John Bresky· Gameplay Animation
- Kelly Starke· Gameplay Animation
- Mike Drew· Gameplay Animation
- Ryan Leeper· Gameplay Animation
- Jeff King· Technical Animators
- Steven Dickinson· Technical Animators
- Bryan Gillingham· Additional Gameplay Animation
- Chris Colibaba· Additional Gameplay Animation
- Christine Hubbard· Additional Gameplay Animation
- Danny Shin· Additional Gameplay Animation
- John Harrington· Additional Gameplay Animation
- Juan Carlos Larrea· Additional Gameplay Animation
- Mark D. Champigny· Additional Gameplay Animation
- Mark Tanner· Additional Gameplay Animation
- Matt Campbell· Additional Gameplay Animation
- Neil Harrison· Additional Gameplay Animation
- Tom Bailey· Additional Gameplay Animation
- Will Christiansen· Additional Gameplay Animation
- Jamie McNulty· Lead Level Artist
- Alfie Feliciano· Level Art & Meshing
- Jono Lee· Level Art & Meshing
- Keswick Allen· Level Art & Meshing
- Krzysztof Teper· Level Art & Meshing
- Mark Sayson· Level Art & Meshing
- Michael Marraffa· Level Art & Meshing
- Sean Sherwin· Level Art & Meshing
- Simon Pichette· Level Art & Meshing
- Winston Tai· Level Art & Meshing
- Matthew Massier· Lead MP Level Artist
- Stan Siebert· Additional Level Art & Meshing
- Malcolm Andrieshyn· Lead Environment Artist
- Akio Kimoto· Environment Art
- Clinton Crumpler· Environment Art
- David Carman· Environment Art
- Joey Kutzer· Environment Art
- Robert Goldney· Environment Art
- Wallace Kirkwood· Environment Art
- Eugene Slautin· Lead Weapon & Vehicle Artist
- Evan McKnight· Weapon & Vehicle Art
- Ben Day· Weapon & Vehicle Art
- Colin Matisz· Lead Lighting Artist
- Andy Koo· Lighting
- Andy Shen· Lighting
- Anne Hall· Lighting
- Clint Mar· Lighting
- Rob Starr· Lighting
- Scotty Hsin Shen· Lighting
- Viviana Palacios· Lighting
- Michael Lyndon· Lead VFX Artist
- Klemen Lozar· Lead Cinematic Artist
- Stuart Maxwell· Lead Creature & Weapon VFX Artist
- Adam Bender· VFX Art
- Jeffrey Weng· VFX Art
- Mandy Morland· VFX Art
- Ryosuke Leo Sakaue· VFX Art
- Sarah Mai· VFX Art
- Stephen G. Tucker· VFX Art
- Tam Huynh· VFX Art
- Cassie Ford· Additional VFX Art
- James Sharpe· Additional VFX Art
- Jason Yacalis· Additional VFX Art
- Stephen Cooney· Additional VFX Art
- Coby Chan· Art Outsourcing Manager
- Shifally Rattan· Art Outsourcing
- Andrew Knight· Additional Art Outsourcing
- Greg Danton· Lead Concept Artist
- Andrew Domachowski· Concept Art
- Anthony Francisco· Concept Art
- Carlo Balassu· Concept Art
- Charles Guan· Concept Art
- Goran Bukvic· Concept Art
- Jerad Marantz· Concept Art
- Seungjin Woo· Concept Art
- Tyler Bradley· Concept Art
- Andrew Baker· Additional Concept Art
- Chad Smith· Additional Concept Art
- Guy Davis· Additional Concept Art
- Mikko Kinnumen· Additional Concept Art
- Joshua Trusz· Lead Interface Designer
- Dion Linaker· UI Art
- Michael Tam· UI Art
- Sam Jones· UI Art
- John Tennant· Technical Audio Lead
- Crispin Hands· Senior Sound Designers
- Josh Osiris· Senior Sound Designers
- Edward Bauman· Sound Design
- Jasmine Jia· Sound Design
- Réal Cardinal· Sound Design
- Tim McKenzie· Dialogue Mastering
- Matt Ryan· Additional Sound Design
- Ian Mackie· Foley Artists
Ratings & reviews
Where to watch
Not currently streaming on any platform we track.
Gallery
Add imageNo community images for Gears of War 4 (2016) yet
Add a screenshot, a storyboard, or concept art — every image gets its own page where members can discuss it.
Media & Uploads
Screenshots, concept art, manuals, and community reference material for this game.
Did you or a loved one work on Gears of War 4 (2016)?
Every stage matters — pitches and treatments from concept, prototypes and vertical slices from pre-production, internal screenshots, crunch memories, and design-pivots from production, QA bug stories and certification notes from post, and marketing kits, launch parties, and platform-storefront ephemera from distribution. Concept art, sketches, design docs, a bug that became a feature — please share what other fans would find interesting, so it's not lost to time.
We particularly welcome contributions from designers, writers, developers, producers, QA, community managers, publishers, marketing teams, their families, and anyone who was there at any stage.
Sign in to contribute screenshots, design docs, concept art, or behind-the-scenes stories.
Be the first to share something on Gears of War 4 (2016).
Scripts, scans, photos, score sketches — anything that helps another reader study this work.
Physical releases
No physical releases yet for Gears of War 4 (2016). Sign in to submit one.
Trailers
No trailers logged for Gears of War 4 (2016) yet — add the first one below.
Spot a trailer we’re missing?
Add a trailer from any film, show, or game.
Memorable quotes
Browse all →No quotes logged for Gears of War 4 (2016) yet — add the first memorable line below.
Got a quote we’re missing?
Submit a line from any film, show, or game.
The conversation
Loading the conversation…
Comments (0)
on Gears of War 4 (2016)No comments yet. Be the first to share what you think.
No discussion yet
Start the discussion on Gears of War 4 (2016).
You’ll be the first. We’ll spin up a forum tied to this page, your first post will live there, and other readers can join in.
Or — start a club
Build a member-run space around Gears of War 4 (2016).
Banner, dedicated feed, events, members + admins. You’re the founder. Two clicks to live.
Edit history
Loading edit history…