call of duty: black ops 4

lair

Design, Detail, and Technical

I was Point on Lair, and I designed the full layout of the map. The hook of the map is a powerful Tower which overlooks the center. Players can access the whole map through a central ring that connects all paths. Additionally, players can access the Tower through Elevators that provide a unique, vertical cat-and-mouse experience.


militia

Detail, Technical, and Management

I was Point on Militia, meaning I was the point of contact for the map throughout its development. For this map, I also managed designers at a third-party studio who were supporting the map’s detail. In addition, I addressed any closing design, detail, and technical tasks. Getting this map to be performant for ship was difficult considering the amount of water and foliage there was in this open map. The work done to optimize Militia was integral to get it ready for ship.


hacienda

Design, Detail, and Technical

I was Point on Hacienda, meaning I was the point of contact for the map throughout its development. In addition, I addressed any closing design, detail, and technical tasks. To the right are photos of the detail I did in the Front Entrance and the back Garden as well as photos of the design changes I made to the Patio, Living Room, and Vineyard areas.


seaside

Design, Detail, and Technical

I was Point on Seaside during its final stages, meaning I was responsible for addressing any closing design, detail, and technical tasks. To the right are photos of some of the detail I did in the Church, Garden, and Winery. In addition, I made design changes to the Restaurant based on user feedback.


nuketown

Technical and Management

I was Point on Nuketown during its final stages, meaning I was responsible for addressing any closing design, detail, and technical tasks. For this map, I also managed designers at a third-party studio who were supporting the map’s detail. To the right are photos of a few of the interiors that I detailed to support landmarking and visibility in the map.


madagascar

Detail and Technical

I was Point on Madagascar during its final stages, meaning I was responsible for addressing any closing design, detail, and technical tasks. To the right are photos of the design changes I implemented in the Farm lane as well as some detail I did to support landmarking.


grind

Detail and Technical

I was Point on Grind for its full port. Additionally, I was the only level designer tasked on the map, meaning I completed all tasks during its production.


contraband

Detail

In Contraband, I was responsible for detailing the ceiling treatments in the fort as well as some of the terrain and floor treatments in the fort area.


masquerade

Detail

In Masquerade, I was responsible for detailing the exterior treatments for the Embassy. This involved finding my own reference photos and creating a treatment that would help players landmark and orient themselves while playing.


ARTIFACT

Design and Detail

In Artifact, I was responsible for the ground treatments and small design changes. I implemented the Tent and detailed areas to help with landmarking across the map.


gridlock

Design

I implemented design changes to the Bathhouse area in Gridlock based on user feedback we received during testing.


remnant

Detail

In Remnant, I was responsible for detailing the Tranzit Exhibit. Since the map is set in a museum, there were fun opportunities to reimagine this Zombie Classic as an exhibit for the public.