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Call of Duty - Black Ops

Genre: First Person Shooter

Engine: Q3 Radiant

Tools: Radiant, Adobe Photoshop, Devtrack

Role: Assoc. Level Design

  1. Optimized performance in shipped and DLC maps

  2. Refined combat spaces, sightlines, and traversal to ensure balanced gameplay.

  3. Partnered with design, art, and engineering teams to resolve performance issues.

  4. Implemented and tested fixes to meet strict framerate and memory targets.

  5. Supported post-launch by polishing maps and addressing gameplay or performance issues.

Goals

  1. Design a compelling Multiplayer map around an iconic location during the Cold War

  2. Introduce a unique element to make the map truly stand-out

  3. Provide balanced but asymmetrical spaces for players to have unique engagements throughout

  4. Build the map to metrics, and iterate based on feedback from beginning to end

BERLIN WALL

Goals

  1. Collaborate with a seasoned designer to bring a unique and challenging map to production standards

  2. Introduce a unique scripted element to dynamically change gameplay up mid-match

  3. Prepare the level for portals and optimization passes, and implement an initial optimization pass

  4. Round up team-members for iteration testing as often as possible

CRISIS

Goals

  1. Collaborate with a seasoned designer to bring a unique and challenging map to production standards

  2. Introduce a unique scripted element to dynamically change gameplay up mid-match

  3. Prepare the level for portals and optimization passes, and implement an initial optimization pass

  4. Round up team-members for iteration testing as often as possible

DISCOVERY

Goals

  1. Take over a map and finish out the unfinished and undesigned spaces

  2. Iterate frequently, based on playtest feedback from the team

  3. Introduce unique elements and paths to prove out RC-XD prototype

  4. Bring map within performance standards through use of portals and optimization techniques

GRID

Goals

  1. Design a compelling Multiplayer map around an iconic location during the Cold War

  2. Introduce a unique element to make the map truly stand-out

  3. Provide balanced but asymmetrical spaces for players to have unique engagements throughout

  4. Build the map to metrics, and iterate based on feedback from beginning to end

HANOI

Goals

  1. Design a compelling Multiplayer map around an iconic location during the Cold War

  2. Introduce a unique element to make the map truly stand-out

  3. Provide balanced but asymmetrical spaces for players to have unique engagements throughout

  4. Build the map to metrics, and iterate based on feedback from beginning to end

JUNGLE

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