I designed the repeated interstitial buildings (Police, Gas Station, Train Station, Fire Station, Pharmacy), design first pass on the night vision gulag, and building placements for a few city blocks in Zaravan City.
I worked on battle royale support, the original 2v2 gulag layout design for Al Mazrah, and gameplay element placements.
I did the level design, environment art, scripting, lighting, audio and particle placement. In addition, I developed best practices for scripting organization, prefab construction and encounter design.
I designed the initial high level topdown, POI placement and general island shape. Once construction began, I was responsible for the Naval Arsenal POI, working with an internal art team and design juniors on build standards and art integration. I also worked on global gamemode placements, loot, and many other technical level implemented systems. In addition, I reviewed other studio's contributions to the level, advising on construction methods, overall progress, and consistency in design.
I maintained the hospital from CH1 and initially designed the new old stadium that High Moon Studios took to completion.
I also worked on loot placement, objective placement, and various optimization efforts across the level. I did the initial design in for the Verdansk Stadium Interior which was finished and arted by Infinity Ward. I also designed the shower pit gulag (layout 1), the Vodianoy, and the Hills Suburbs Missile Silo.
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. I also worked on bugfixes for Firing Range, Jungle, Slums and Summit in MP.
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 Throwback and Mayday. In Throwback, I scripted the pitching machine (it'll kill you if you get beaned). In Mayday, I scripted the gun wall, zero-g floating elements, and worked with the FX department on the various parts of the ship getting sucked into the black hole.
I worked on all core MP levels, keeping track of parity with the original game and technical implementations of new level systems. I also implemented and enforced organization structures in the level source files for consistency.
I was the level designer for Redwood Snow and Fringe Nightfall. I also worked on bugfixes for 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/Collaborating/Implementing on Ray Gun Only and Rush Team Deathmatch gamemodes, and Owning/Iterating on Cyborgs (Zombies).
I worked on level performance for: Greenband, Detroit, and Solar.
I worked on performance, MP gamemode placement 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 assisted with gamemode placement and bugs on: Liberation, Overwatch, Black Box, Oasis, Vortex, Intersection, U-Turn, Off Shore, Gulch, Parish, Erosion, Aground, and Lookout.