CALL OF DUTY: BLACK OPS 3
VIEW:
STRONGHOLD - DESIGN




Stronghold was the level I designed for the Black Ops 3 beta. This map was set in the Swiss Alps at an elite's private retreat. The goal was to create a mix of interior and exterior battle-spaces reminiscent of Modern Warfare 2's Estate. The modern mansion was a joy to play with and I'm particularly proud of some of the wall running paths.
CRYOGEN - DESIGN




I designed Cryogen for DLC 3. This map is set in the now empty Dead Sea, at a high security prison for the world’s worst criminals. With Cryogen I was able to explore some non-traditional Call of Duty gameplay, where I made one entire lane accessible only by core-movement.
EXODUS - DESIGN




Exodus was my first Black Ops 3 map. This level is set in Singapore’s Chinatown after a devastating blast left the city in ruins. The destroyed and collapsed row-houses make for some unique fights. The quarantine walls in the center make for a contentious battle.
OUTSKIRTS - DESIGN




Outskirts is a remake of a World At War level. I was tasked with redesigning dozens of previously destroyed WW2 buildings to match the new Black Ops 3 gameplay and simplifying many of the interiors.
RIFT - DESIGN




Rift was a level I designed for DLC 2. This map is set at a mining transport hub above a giant volcano. The tight and limited nature of Rift provides for a lot of fun and unique encounters. I consider this one of my favorites.
RUMBLE - DESIGN




I designed Rumble for DLC 3. This map is set in a futuristic battle bots arena where giant hulking machines engage in combat. There is a large open battle stadium, underground tunnels, and a central bunker.
AQUARIUM - DETAIL




For Aquarium, I was responsible for detailing 1/3 of the playable space, which included the docks, concession stands, entire visa, and surrounding city.
CITADEL - DETAIL




On Citadel, I was responsible for entire vista as well as detailing additional wings of the castle and additional detailing throughout the castle.
INFECTION - DETAIL




On Infection, I was primarily tasked with detailing the farm house as well as the old church which acts as a center point for the level.
OUTLAW - DETAIL




On Outlaw, I was charged with detailing the haybarn and the blacksmith buildings.
SPLASH - DETAIL




For Splash, I was tasked with detailing the entirety of the lazy river, its control and pump rooms, as well as some of its connective areas for guest entrances.