KhestlockDesigns - Ian Kowalski
Hybrid Designer / World Builder

Call of Duty - Black Ops II
Genre: First Person Shooter
Engine: Q3 Radiant
Tools: Radiant, Adobe Photoshop, Devtrack
Studio: Treyarch
Role: Assoc. Level Design
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Optimized performance in shipped and DLC maps
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Refined combat spaces, sightlines, and traversal to ensure balanced gameplay.
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Partnered with design, art, and engineering teams to resolve performance issues.
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Implemented and tested fixes to meet strict framerate and memory targets.
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Supported post-launch by polishing maps and addressing gameplay or performance issues.
Goals
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Design and deliver a compact, asymmetrical multiplayer map built around stacked shipping containers and constrained sightlines.
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Integrate moving container elements to dynamically reshape lanes, sightlines, and engagement timing mid-match.
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Shape aggressive traversal routes, vertical pressure points, and fast flanks to sustain constant close-quarters combat.
CARGO
Goals
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Design and author a lane-based multiplayer map centered on a high-speed transit station with intersecting combat routes.
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Incorporate the active train system as a lethal, timing-based gameplay element that alters flow and risk during matches.
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Balance long exterior sightlines with tight interior platforms to support a wide range of weapon styles and pacing.
EXPRESS
Goals
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Design and deliver a fast-paced multiplayer map set within a competitive paintball arena, built around mirrored team spaces.
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Use clear color coding, signage, and symmetrical layouts to reinforce instant readability and rapid player orientation.
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Emphasize constant motion, flanking, and short re-engagement loops to support high-intensity, arcade-style play.
RUSH
Goals
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Support level design and performance optimization on a large-scale map defined by an active volcanic environment.
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Assist in integrating the flowing lava river as a dynamic area-denial and pacing mechanic within combat spaces.
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Refine traversal routes, safe zones, and encounter flow to maintain readability and stability under environmental pressure.
MAGMA
Goals
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Support layout refinement and performance optimization on a multiplayer map built around abrupt biome and visual transitions.
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Optimize the level and bring it to a shippable standard through use of Portals and Occlusion.
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Refine sightlines, cover placement, and traversal continuity to reduce disorientation across visually distinct spaces.
MIRAGE
Goals
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Support level polish and performance optimization on a dense urban map defined by verticality, rooftops, and long sightlines.
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Assist Senior Designer in bringing map to ship-ready state.
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Refine combat readability and flow before and after the scripted destruction to maintain balance and pacing.




































































