KhestlockDesigns - Ian Kowalski
Hybrid Designer / World Builder

Call of Duty - Black Ops
Genre: First Person Shooter
Engine: Q3 Radiant
Tools: Radiant, Adobe Photoshop, Devtrack
Role: Assoc. Level Design
-
Optimized performance in shipped and DLC maps
-
Refined combat spaces, sightlines, and traversal to ensure balanced gameplay.
-
Partnered with design, art, and engineering teams to resolve performance issues.
-
Implemented and tested fixes to meet strict framerate and memory targets.
-
Supported post-launch by polishing maps and addressing gameplay or performance issues.
Goals
-
Design a compelling Multiplayer map around an iconic location during the Cold War
-
Introduce a unique element to make the map truly stand-out
-
Provide balanced but asymmetrical spaces for players to have unique engagements throughout
-
Build the map to metrics, and iterate based on feedback from beginning to end
BERLIN WALL
Goals
-
Collaborate with a seasoned designer to bring a unique and challenging map to production standards
-
Introduce a unique scripted element to dynamically change gameplay up mid-match
-
Prepare the level for portals and optimization passes, and implement an initial optimization pass
-
Round up team-members for iteration testing as often as possible
CRISIS
Goals
-
Collaborate with a seasoned designer to bring a unique and challenging map to production standards
-
Introduce a unique scripted element to dynamically change gameplay up mid-match
-
Prepare the level for portals and optimization passes, and implement an initial optimization pass
-
Round up team-members for iteration testing as often as possible
DISCOVERY
Goals
-
Take over a map and finish out the unfinished and undesigned spaces
-
Iterate frequently, based on playtest feedback from the team
-
Introduce unique elements and paths to prove out RC-XD prototype
-
Bring map within performance standards through use of portals and optimization techniques
GRID
Goals
-
Design a compelling Multiplayer map around an iconic location during the Cold War
-
Introduce a unique element to make the map truly stand-out
-
Provide balanced but asymmetrical spaces for players to have unique engagements throughout
-
Build the map to metrics, and iterate based on feedback from beginning to end
HANOI
Goals
-
Design a compelling Multiplayer map around an iconic location during the Cold War
-
Introduce a unique element to make the map truly stand-out
-
Provide balanced but asymmetrical spaces for players to have unique engagements throughout
-
Build the map to metrics, and iterate based on feedback from beginning to end































































