
To meet perf requirements, the ice could not be translucent. Check out this awesome video demonstrating the volumetric lighting technique developed by Ryan DowlingSoka to overcome this challenge
https://www.artstation.com/artwork/qAd3PL
A closer look at the details of the ice shader.

Kadar Level Art - Mike Marraffa, Mark Sayson
https://www.artstation.com/michaelmarraffa
https://www.artstation.com/markls

Kadar Lighting - Clint Mar, Daniel Callejas
https://www.artstation.com/cmar333
https://www.artstation.com/dacm12946

Examples of the ice used in Escape, level art by Boyd McKenzie
https://www.artstation.com/dakkon

Examples of the ice used in Escape, level art by Boyd McKenzie
https://www.artstation.com/dakkon
My main task as a look development artist on Gears 5 was working on the master ice shader for the game. Clinton Crumpler provided the foundation for the shader. I refactored it, making changes according to feedback from art direction and optimized the shader for use in multiplayer and escape levels, reducing instruction count by 35% in the process. I also worked with Stef Velzeboer; who helped with shader development, creating variants for different ice archetypes and shader maintenance, and Ryan DowlingSoka; who created additional features such as the tri-planar bump offset and volumetric lightmap based subsurface effect and was also a tech wizard throughout the whole process.
Tech Art Direction - Colin Penty
https://www.artstation.com/stefvelzeboer
https://www.artstation.com/ryandowlingsoka
https://www.artstation.com/mediumrare
https://www.artstation.com/wildsheep
https://www.artstation.com/malcolm341
https://www.artstation.com/kezo
https://www.artstation.com/ccrumpler