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Call of Duty - Black Ops II

Genre: First Person Shooter

Engine: Q3 Radiant

Tools: Radiant, Adobe Photoshop, Devtrack

Studio: Treyarch

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 and deliver a compact, asymmetrical multiplayer map built around stacked shipping containers and constrained sightlines.

  2. Integrate moving container elements to dynamically reshape lanes, sightlines, and engagement timing mid-match.

  3. Shape aggressive traversal routes, vertical pressure points, and fast flanks to sustain constant close-quarters combat.

CARGO

Goals

  1. Design and author a lane-based multiplayer map centered on a high-speed transit station with intersecting combat routes.

  2. Incorporate the active train system as a lethal, timing-based gameplay element that alters flow and risk during matches.

  3. Balance long exterior sightlines with tight interior platforms to support a wide range of weapon styles and pacing.

EXPRESS

Goals

  1. Design and deliver a fast-paced multiplayer map set within a competitive paintball arena, built around mirrored team spaces.

  2. Use clear color coding, signage, and symmetrical layouts to reinforce instant readability and rapid player orientation.

  3. Emphasize constant motion, flanking, and short re-engagement loops to support high-intensity, arcade-style play.

RUSH

Goals

  1. Support level design and performance optimization on a large-scale map defined by an active volcanic environment.

  2. Assist in integrating the flowing lava river as a dynamic area-denial and pacing mechanic within combat spaces.

  3. Refine traversal routes, safe zones, and encounter flow to maintain readability and stability under environmental pressure.

MAGMA

Goals

  1. Support layout refinement and performance optimization on a multiplayer map built around abrupt biome and visual transitions.

  2. Optimize the level and bring it to a shippable standard through use of Portals and Occlusion.

  3. Refine sightlines, cover placement, and traversal continuity to reduce disorientation across visually distinct spaces.

MIRAGE

Goals

  1. Support level polish and performance optimization on a dense urban map defined by verticality, rooftops, and long sightlines.

  2. Assist Senior Designer in bringing map to ship-ready state.

  3. Refine combat readability and flow before and after the scripted destruction to maintain balance and pacing.

YEMEN

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