Gears of War 4 was Microsoft's big holiday exclusive in 2016, released on both Xbox One and Windows 10, with cross-play co-op and Horde.
My main contribution was level design on two of the chapters in Act III of the singleplayer campaign, as well as miscellaneous prototype and shelling work on the Mech level and helping out on the level inside the Dam and the level set around the Radio Tower.
Large AAA productions involve a lot of people, and so I have to note that while I shepherded the two levels below through production, tons of work was done on these levels by environment artists, level artists and technical artists, FX artists, lighters, animators, coders and sound engineers. Not to mention the rounds of direction and feedback from various stakeholders on the project, or tasks generated through our user focus team and bugs found by QA (not to mention everything else that goes on at a large company like tools teams or office admin!). That goes for every project, really. I feel privileged to have been able to work with so many talented people on such a fun-to-make and fun-to-play game!