
Call of Duty - Black Ops III
Genre: First Person Shooter
Engine: Q3 Radiant
Tools: Radiant, Adobe Photoshop, Devtrack
Studio: Treyarch
Role: Level Design
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Provide levels and design feedback for new game-mode
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Worked with Narrative and Art to create Single-Player levels
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Assist Design leadership by prototyping a large-scale downtown to test the limits of the editor/engine
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Guided and shared knowledge of portal-tech for optimization and performance with Multiplayer designers
Goals
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Block out all three major gameplay sections of Cairo, establishing flow, combat beats, and spatial progression across the level.
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Shape escalating encounters through dense urban spaces, supporting readability and player navigation at multiple engagement ranges.
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Deliver the finale combat arena in the city square, designed to support large-scale encounters against heavy walker enemies.
STRONGHOLD
Goals
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Block out and deliver the 54 Immortals stronghold, embedding combat spaces into and around Singapore’s Super Tree Grove.
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Create layered, vertical encounters that use landmark-scale structures to support traversal, combat flow, and spectacle.
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Design the airboat escape finale, pacing high-speed combat through iconic Singapore landmarks including the ferris wheel and Marina Bay Sands.


























