Call of Duty: Vanguard
Multiplayer Level Designer (May 2021 – July 2022)
Rapidly prototype map layouts and gameplay using Radiant.
Design and implement gameplay including spawn placement, AI navigation and traversals, killstreaks, interactables, and level infils.
Maintain rigorous level metrics and uphold gameplay standards across the game.
Conduct playtests to gather feedback and iterate on design improvements.
USS Texas 1945
June 2022 // Season 4 // Remake
“Anchored just offshore, a legendary battleship returns for another bout of combat.“
USS Texas 1945 is a refreshed take to the classic USS Texas map from Call of Duty: WWII. I combined the original map’s popular elements with the new mechanics from Call of Duty: Vanguard. In this version, lifeboats serve as destructible cover in key overwatch spots, floor openings can be created to surprise enemies, and interactable doors on the main deck open into the central hub; to combat this friction I added two destructible openings in the central corridor, creating new routes for flanking movements – a change that that was well received by the community.
Fun Fact: Adjustments to one of the start spawn's geometry allowed for the integration of a second turret, much to the pleasure of one of the artists who had a particular passion for this battleship.
Key Responsibilities
Created pitch decks and presented them to directors and stakeholders.
Ported content from an old engine and solved technical issues, cleaned geometry, and coordinated with art team on workflows.
Collaborated with tech art to develop destructible assets and implement new doors.
Implemented game modes, set up gameplay and collision, and resolved bugs.
"I was afraid of SHG adding a dull WW2 map into Vanguard but I’m glad to see that SHG is taking extra steps to make USS Texas not as restrictive."
"The old USS Texas had the flaw of if you went a route, you committed to it if it wasn't mid. [...] Now, you have a chance and that's great."
"Bravo Sledgehammer, they actually managed to fix this map."
"It looks like they got an actual level designer to redesign the map."
Sphere
May 2022 // Season 3 // Original
“Deep underground lies an experimental test site where research and development is underway that could turn the tide of the war. Now’s the time to deploy and take it by force.“
Working on Sphere stands out as one of my career highlights. After shipping & patching the launch maps, I began work on USS Texas 1945 before moving onto designing an original Season 3 map with little time for iteration. The map began as a dual-level growhouse as part of a 4/20 live ops campaign, before pivoting to a secret weapons test site. The art team did a tremendous job in delivering this map, and I owe a great deal of the map's success to the guidance and support of fellow designers Evan Hort and Stan Bernard with their invaluable feedback.
Fun Fact: I loved the growhouse concept so much that I revisited the idea two years later for Call of Duty: Modern Warfare III with a map titled Growhouse, sparking a trend for 4/20 themed map variants within the franchise (sorry).
Key Responsibilities
Created pitch decks with art, and presented them to directors and stakeholders.
Concepted, designed, and rapidly prototyped new map layout and level design ideas.
Conducted playtests and collated map feedback for iteration.
Implemented game modes, set up gameplay and collision, and resolved bugs.
Collaborated with art to contextualise level geo.
"Sphere is absolutely phenomenal for so many reasons.”
"Sphere actually slaps as a map. The movement you can do to cap objectives / engage is so satisfying."
"[Sphere] is actually very good. Like, REALLY good. Well done."
"This map is by far the best map released in Vanguard."
“Sphere is EASILY the best Vanguard map IMO.”
Desert Siege
November 2021 // Launch // Original
“The culmination of the North Africa campaign — right at the source of the Suez Canal access, railways, and oil fields — plays out across the desert. This large-sized map has natural cover via sand dunes and rock formations.“
One of the first maps I worked on at Sledgehammer Games was Desert Siege. This medium-sized map reminded me of the classic Call of Duty maps I used to play back in the early 2000s. I came on board after the core layout had been locked in by Stan Bernard and the art passes had begun, so it served as a nice practical introduction to learn the map development tools. Although I had limited changes to the geo, I performed a cover pass and created new traversal spots to improve player flow along with guiding the team in creating MP friendly final art.
Key Responsibilities
Brought the map from Alpha to Final as level owner.
Implemented game modes, set up gameplay and collision, and resolved bugs.
"This is personally one of my favorite maps in the game."
"There's a good variety of areas, from open stretches of sand for long range sniping, elevated areas and plenty of buildings to get inside or alleyways to run if you want to get a bit more CQB."
Castle
November 2021 // Launch // Remake
“Shelled from a distance, this old fortress on the southern-most Japanese prefecture is the backdrop to an autumn Special Forces search mission. A reimagining of Treyarch’s classic World at War map.“
In addition to Desert Siege, I helped finalize the remake of Castle, a classic from Call of Duty: World at War. Being an avid fan of the game, it was a fantastic way to start at the studio, and it felt great to see the map played live during the gameplay reveal. The map’s large size and complexity served as a good introduction to the collision setups and gameplay standards we follow in the franchise.
Key Responsibilities
Brought the map from Beta to Final as level owner.
Collaborated with tech art to develop destructible assets and their implementation.
Implemented game modes, set up gameplay and collision, and resolved bugs.
"It felt like you were playing a real battle especially on maps like Castle."
"Castle is unequivocally the best map in the entire game and the epitome of pure Call of Duty fun."