
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

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.



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
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
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Game Mode Setup
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Collision Passes
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Bug Fixing

Skidrow
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Game Mode Setup
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Collision Passes
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Bug Fixing

6 Star
-
Collision Passes
-
Bug Fixing

Airborne
-
Collision Passes
-
Bug Fixing

Estate
-
Game Mode Setup
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Collision Passes
-
Bug Fixing
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Created Helicopter Infil (Scripting Task)

Skidgrow
-
Collision Passes
-
Bug Fixing

Growhouse
-
Game Mode Setup
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Collision Passes
-
Bug Fixing

Terminal
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Bug Fixing Post Release

Favela
-
Game Mode Setup
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Collision Passes
-
Bug Fixing

Bait
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Game Mode Setup​
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Collision Passes
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Bug Fixing
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Rubber Duck Easter Egg (Scripting Task)

Yard
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Collision Passes

Sub Base
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Bug Fixing Post Release