call of duty: black ops 3
jungle
Design and Technical
I was responsible for finding vocabulary solutions for Shacks players could not get on top of and Ruins that players could not wall-run on. Additionally, I was Point on Jungle during its final stages, meaning I was responsible for addressing any closing technical tasks that focused on the map’s performance.
slums
Design
In Slums, I was responsible for finding vocabulary solutions for Buildings players could not get on top of and Planters in the center that players could not get into. Some of these solutions also became opportunities for the wall-run system to shine.
summit
Design
I was responsible for finding vocabulary solutions for Buildings players could not get on top of and additional Catwalks in the center that players could not get into. Since the gameplay in Summit was already inherently vertical, the double-jump systems brought new life to the map.
firing range
Design
I was responsible for finding vocabulary solutions for Ladders and areas that would not be fun, useful wall-runs. The wall-run down the center Trailers, however, was a feature we wanted to highlight for Firing Range.