These samples above are various models, textures, and props I made for Gears of War. Here you can see a demonstration of my skills with high-res, low-res modeling, and texturing. The images start off with high-poly work and then progress to the in-engine shots of each piece. The hard-surface work was done in 3d Studio Max. The organic destruction and natural models were done in ZBrush.
For usability and modularity, I would often take pieces I made and arrange them together into a zoo level or dummy level in Unreal Engine 3 to explore the possibility of the way they could be used in the engine. These zoo levels were not in the final Gears of War and were done strictly for production purposes.