I worked on loot placement, objective placement, and various optimization efforts across the level. I did the initial block in for the Verdansk Stadium Interior which was finished and arted by Infinity Ward. I also designed Layout 1 for the Gulag arena.
I designed the construction tower portion of the construction site, with another designer working on the parking garage and the grounds. In addition I was the designer for the Zombie Diner area, and various optimization measures around the level, including training artists on optimizing collision.
In addition to the above, I was heavily involved in the design of War Mode, and the design of the levels Operation Breakout and Operation Intercept.
In addition to the above, I did level scripting for Skydock, Throwback, and Mayday. In Skydock I scripted the buzzing drones, the rocket engine, and the various movers around the level. In Throwback, I scripted the pitching machine. In Mayday, I scripted the gun wall, zero-g floating elements, and the various parts of the ship getting sucked into the black hole.
I worked on all core MP levels, keeping track of parity and technical implementations. I also implemented and enforced organization structures in the level source files for speed and ease of use.
I was the designer for Redwood Snow and Fringe Nightfall. I also worked on Firing Range, Jungle, Slums and Summit.
I touched almost everything level related on Call of Duty: Online. My favorite things I worked on are: Designing Monastery and Boomtown, Expanding Shipment and Rust, Designing and implementing Ray Gun Only and Rush Team Deathmatch, and owning/iterating on Cyborgs (Zombies).
I worked on performance for Greenband, Detroit, and Solar.
I worked on performance, gamemodes and killstreak implementation on: Chasm, Flooded, Freight, Octane, Prison Break, Siege, Sovereign, Stonehaven, Stormfront, Strikezone, Tremor, Warhawk, and Whiteout.
In addition to the above, I worked on Liberation, Overwatch, Black Box, Oasis, Vortex, Intersection, U-Turn, Off Shore, Gulch, Parish, Erosion, Aground, and Lookout.