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CALL OF DUTY: BLACK OPS 3

VIEW:

DESIGNED

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. 

DETAILED

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. 

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