call of duty: black ops Cold War

cartel

Design and Detail

I was Point on Cartel during the final stages of its design development, and I designed the full layout of the map. Cartel was a very challenging design as its hook was allowing players to run and hide through coca bushes - something we don’t typically allow in Call of Duty levels. It was important to create clear power positions and provide stepping stones of cover in the fields so that engagements could be predictable even with the bushes in the center. That combined with the verticality from the River gives Cartel its unique gameplay within Cold War’s portfolio.


Apocalypse

Design, Detail, Technical, and Management

I was Point on Apocalypse, designing the full layout of the map and managing the external studio that helped detail the map. One of the main features is the gameplay in the Stilts, which has always interested me. The dynamic between sneaking under the Shacks while also trying to own the Shacks as power positions encourages movement through the map and rewards team play. Additionally, the visuals of the almost alien-like tree roots twisting and turning through the Temple give this map a distinctive feel and locale.


The pines

Design, Detail, and Technical

I was Point on The Pines when it entered the detail phase of development. I addressed any changes needed to refine the design while also detailing the Parking Lot, Food Court, Center Plaza, Skylights, and Vista. I then continued to close the map, ensuring it functioned properly in each game mode and performed as expected.


Moscow

Detail and Technical

I was Point on Moscow during its final detail phase and into close. My detail work focused on the center Metro area, bringing it up to the visual standards while also making adjustments to detail to address visibility concerns. Additionally, I worked with Environment Artists to make sure the buildings in the playspace were performant, a challenge that’s common with dense, urban maps.


miami

Detail

I helped detail Miami, focusing mainly on the interior of the Blackwood Lobby. Many of these assets were made by geo in Radiant to help with scope for our Environment Artists. I also helped detail ground treatments by the Visitor’s Center and the Evermore/Albatross Alley.