
Black Ops II
Genre: First Person Shooter
Engine: Radiant/Q3
Tools: Radiant/Photoshop/DevTrack
Role: Associate Designer
* Provided iteration and detail support to maps that were nearing completion
* Provided the UI/UX team with drawn-over top-downs of each map so they could do the final minimaps for each level
* Did performance passes on nearly every level before ship due to my knowledge and mastery of the PVS and Portaling systems
Goals
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Provide a top-down design, approximating enough room for encounters following level metric guides
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Spatially block out the space and all existing game-modes
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Iterate and coordinate playtests with new work
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Work with other disciplines to achieve the look and feel of a polished level that's fun to play
CARGO
Goals
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Provide a design to give players a symmetrical experience, to be balanced and engaging enough for tournaments
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Spatially block out the space and all existing game-modes
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Iterate and coordinate playtests with new work
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Work with other disciplines to achieve the look and feel of a polished level that's fun to play
EXPRESS
Goals
-
Provide a top-down design, approximating enough room for encounters following level metric guides
-
Spatially block out the space and all existing game-modes
-
Iterate and coordinate playtests with new work
-
Work with other disciplines to achieve the look and feel of a polished level that's fun to play
RUSH
Goals
-
Provide a top-down design, approximating enough room for encounters following level metric guides
-
Spatially block out the space and all existing game-modes
-
Iterate and coordinate playtests with new work
-
Work with other disciplines to achieve the look and feel of a polished level that's fun to play
MAGMA
Goals
-
Provide a top-down design, approximating enough room for encounters following level metric guides
-
Spatially block out the space and all existing game-modes
-
Iterate and coordinate playtests with new work
-
Work with other disciplines to achieve the look and feel of a polished level that's fun to play
YEMEN
Goals
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Bring the map into performance via subtle adjustments of BSP (Binary Space Partitions) blocks, and using the PVS (Potentially Visible Set) System to cull assets not in the same PVS zone as the player, so improve performance.
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Identify and optimize asset-heavy zones to increase performance aiming for 60FPS at all times.
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Further tune gameplay and make last-minute tweaks based on feedback.
POD
Goals
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Bring the map into performance via subtle adjustments of BSP (Binary Space Partitions) blocks, and using the PVS (Potentially Visible Set) System to cull assets not in the same PVS zone as the player, so improve performance.
-
Identify and optimize asset-heavy zones to increase performance aiming for 60FPS at all times.
-
Further tune gameplay and make last-minute tweaks based on feedback.
DIG
Goals
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Bring the map into performance via subtle adjustments of BSP (Binary Space Partitions) blocks, and using the PVS (Potentially Visible Set) System to cull assets not in the same PVS zone as the player, so improve performance.
-
Identify and optimize asset-heavy zones to increase performance aiming for 60FPS at all times.
-
Further tune gameplay and make last-minute tweaks based on feedback.
COVE
Goals
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Bring the map into performance via subtle adjustments of BSP (Binary Space Partitions) blocks, and using the PVS (Potentially Visible Set) System to cull assets not in the same PVS zone as the player, so improve performance.
-
Identify and optimize asset-heavy zones to increase performance aiming for 60FPS at all times.
-
Further tune gameplay and make last-minute tweaks based on feedback.
GRIND
Goals
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Bring the map into performance via subtle adjustments of BSP (Binary Space Partitions) blocks, and using the PVS (Potentially Visible Set) System to cull assets not in the same PVS zone as the player, so improve performance.
-
Identify and optimize asset-heavy zones to increase performance aiming for 60FPS at all times.
-
Further tune gameplay and make last-minute tweaks based on feedback.
MIRAGE
Goals
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Bring the map into performance via subtle adjustments of BSP (Binary Space Partitions) blocks, and using the PVS (Potentially Visible Set) System to cull assets not in the same PVS zone as the player, so improve performance.
-
Identify and optimize asset-heavy zones to increase performance aiming for 60FPS at all times.
-
Further tune gameplay and make last-minute tweaks based on feedback.













































