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Call of Duty - Black Ops III

Genre: First Person Shooter

Engine: Q3 Radiant

Tools: Radiant, Adobe Photoshop, Devtrack

Studio: Treyarch

Role: Level Design

  1. Provide levels and design feedback for new game-mode

  2. Worked with Narrative and Art to create Single-Player levels

  3. Assist Design leadership by prototyping a large-scale downtown to test the limits of the editor/engine

  4. Guided and shared knowledge of portal-tech for optimization and performance with Multiplayer designers

Goals

  1. Block out all three major gameplay sections of Cairo, establishing flow, combat beats, and spatial progression across the level.

  2. Shape escalating encounters through dense urban spaces, supporting readability and player navigation at multiple engagement ranges.

  3. Deliver the finale combat arena in the city square, designed to support large-scale encounters against heavy walker enemies.

STRONGHOLD

Goals

  1. Block out and deliver the 54 Immortals stronghold, embedding combat spaces into and around Singapore’s Super Tree Grove.

  2. Create layered, vertical encounters that use landmark-scale structures to support traversal, combat flow, and spectacle.

  3. Design the airboat escape finale, pacing high-speed combat through iconic Singapore landmarks including the ferris wheel and Marina Bay Sands.

IN DARKNESS

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