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Call of Duty:
Modern Warfare III

I joined the team at Sledgehammer Games as a Level Design Intern during the development of Call of Duty: Modern Warfare III.

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My primary focus was supporting other designers on their maps by implementing game modes, doing gameplay passes, helping with iteration and playtesting, and bug fixing, among other tasks. In addition, I was assigned as the lead designer for the remake of Das Haus, and later took over Drive Thru during its alpha phase.

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I also spent time prototyping new 6v6 maps and working with Systems and Technical Designers on scripting tasks for gameplay mechanics and other features.

PRIMARY ROLE

Multiplayer Level Designer

DATES

November 2022 - May 2024

GENRE

First Person Shooter

GAME ENGINE

Radiant

PLATFORM

PC  |  PlayStation  |  Xbox

Das Haus

DasHaus_LoadingScreen_MWIII.png

Das Haus is a remake of the 2021 Call of Duty: Vanguard map, with a new theme of a construction site atop a New York skyscraper. I was assigned this map to lead the redesign approximately halfway through my time at Sledgehammer. This requried me to take on extra responsibilities in coordinating between other departments and running team meetings.

Our main goal in the redesign of this map was to improve readability and traversal. To achieve this, we removed all destructible doors and walls, smoothed out sections where there was excessive propping, and colour coded the two sides of the map to help with player orientation.

Drive Thru

I took over Drive Thru from another designer as the environment art team started working on the map. I worked closely with them to refine gameplay as they contextualised the space.

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As this was a map for the final season of MWIII, our main goal was to create a fun and unique hook that would still work with normal COD gameplay. After various prototypes and many playtest sessions we ended up with a spinning carousel which players can interact with to turn off and on.

DriveThru_LoadingScreen_MWIII.png
Warzone.png
PopovPower_LoadingScreen_MWIII.png

Popov Power

Popov Power &
Sorokin Industrial

Popov Power is a area in Call of Duty: Warzone's Urzikstan map. I mainly supported other designers on this map during its early development by refining blockout in the Sorokin Industrial district and working with the environment artists as they replaced our greybox.​

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I worked on the map again before it released, doing things such as loot placement, collision passes and bug fixing. 

sorokin industrial.jpg

Sorokin Industrial

Other Multiplayer Maps

I supported the lead designer on each of the following maps. I have stated my contributions underneath each map but of course the amount I did for each one varies.

Highrise_LoadingScreen_MWIII.png

Highrise

  • Game Mode Setup

  • Collision Passes

  • Bug Fixing

Skidrow_LoadingScreen_MWIII.png

Skidrow

  • Game Mode Setup

  • Collision Passes

  • Bug Fixing

6Star_LoadingScreen_MWIII.png

6 Star

  • Collision Passes

  • Bug Fixing

Airborne_LoadingScreen_MWIII.png

Airborne

  • Collision Passes

  • Bug Fixing

Estate_LoadingScreen_MWIII.png

Estate

  • Game Mode Setup

  • Collision Passes

  • Bug Fixing

  • Created Helicopter Infil (Scripting Task)

Skidgrow_LoadingScreen_MWIII.png

Skidgrow

  • Collision Passes

  • Bug Fixing

Growhouse_LoadingScreen_MWIII.png

Growhouse

  • Game Mode Setup

  • Collision Passes

  • Bug Fixing

Terminal_LoadingScreen_MWIII.png

Terminal

  • Bug Fixing Post Release

Favela_LoadingScreen_MWIII.png

Favela

  • Game Mode Setup

  • Collision Passes

  • Bug Fixing

Bait_LoadingScreen_MWIII.png

Bait

  • Game Mode Setup​

  • Collision Passes

  • Bug Fixing

  • Rubber Duck Easter Egg (Scripting Task)

Yard_LoadingScreen_MWIII.png

Yard

  • Collision Passes

SubBase_LoadingScreen_MWIII.png

Sub Base

  • Bug Fixing Post Release

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