Portfolio

Welcome to my website. I’m currently working as a Level Designer at Sledgehammer Games.
Scroll down to read about my recent work or head to my About page to get to know me.

Call of Duty:
Black Ops 6

Summary: The upcoming Call of Duty

Release Date: 2025

My role: Level Designer with ownership of a multiplayer map from the ground up
Responsibilities include:

  • Researching, pitching, and presenting the theme, location and environment to define the vision of the map

  • Creating the 3D blockout and iterating based on playtest feedback

  • Collaborating closely with art and other departments

  • Collision, markup and bug fixing to ensure a high quality player experience

  • Implementing game modes and spawn set ups

Call of Duty:
Modern Warfare III

Summary: The 2023 instalment in the Call of Duty franchise

Release date: November 2023 

My role: Level Designer for multiplayer map content

Responsibilities included:

  • Implementing collision, markup and bug fixing to ensure a high quality player experience for a variety of maps including Rundown, Quarry and Derail.

  • Pitching and prototyping level blockouts for new multiplayer maps for post launch content

Call of Duty:
Warzone 3

Summary: One of the biggest free-to-play Battle Royale games of all time. Warzone 3 was released as part of Modern Warfare III

Release date: November 2023 

My role: Level Designer for Urkistan Warzone map


Responsibilities included:

A member of the team contributing to the creation of Orlov Military Base, the area in northwest corner of the Warzone map: Urkistan. It features in various game modes including Battle Royale, Zombies and Ground War. With involvement from early concept to final release, my responsibilities included:

  • Ownership and design of Abtal Academy POI (see video below)

  • Creating building blockouts based on thorough research of the game’s environment and setting

  • Refining layouts in the map, prioritizing player flow and enablement of engaging combat encounters

  • Implementing collision, markup and bug fixing to ensure a high quality player experience

  • Collaborating closely with art and other departments to craft an authentic world

Abtal Academy is found nestled in the base of the mountains, overlooking Orlov Military Base in the northwest corner of Urzikstan. This POI consists of an abandoned Monastery, a cemetery, a bell tower and two small courtyard buildings. I was the design owner of this area, working through each phase of development from the initial plan to final release.

More areas in Orlov Military Base:

Mafia Definitive Edition

Summary: Mafia: Definitive Edition is a faithful remake inspired by the iconic 2002 original, completely rebuilt from the ground up

Release date: September 2020  

My role: Mission design / scripting at Hangar 13, with ownership of Mission 13 - Great Deal

Responsibilities included:
 ‘Great Deal’ is the thirteenth mission of the game and consists of a shootout across three floors of a parking lot followed by a scripted chase through the city. As a member of the Missions team, I was responsible for designing the content of the mission through each stage of the development process. This included:

·        Implementing mission content including, player progression, combat encounters, vo and npc interactions

·        Collaborating with the art team to design a believable space tailored to the gameplay and narrative

·        Writing and maintaining the design document wiki 

·        Bug fixing and ensuring the mission met the ‘always playable’ target throughout the development  


Mission Highlights

Spectacle Event

Each mission in Mafia DE has a spectacle event (a memorable in-game moment). For ‘Great Deal’ it was a scripted event where an enemy car skids and hits an oil truck, causing an explosion and a fire to break out. The main challenge of scripting this was ensuring the player witnessed the event without removing camera control away from them. I used a variety of methods to help with this, such as detecting when the player has started shooting at the enemies in front of the truck and by placing a trigger on the first pillar of the floor which is the space the player is most likely to take cover behind.

 

Defend The Truck

The player’s main objective is to defend the truck down four floors of combat encounters in a Parking Lot. The truck is vulnerable to enemy attacks and Sam, who’s responsible for driving the truck won’t continue down to the next floor till it’s safe to do so. Placing the focus on escorting the truck provides a more meaningful objective and an effective way of tying in the gameplay with the story.

Truck Chase

In the second half of the mission, the player is tasked with escorting the truck through the city while fending off attacks from rival cars. This was the most challenging part of the mission to script. I fine-tuned it so that the enemy cars would swerve out from streets just in front of the player’s car and maintain a position just behind the truck. This was achieved with a mixture of strategically placed triggers and rubberbanding. I also switched off the regular traffic system and hand placed all the traffic and parked vehicles so they would pass by without getting in the way of the chase. 

Previous Projects

After graduating from University I worked as a games developer for Plug-in Media, a BAFTA-winning digital media production company. I made children’s iOS, Android and web games for clients including Nickelodeon and CBBC, predominantly coding in C# using Unity or scripting in Javascript.

To see samples of my work click on the button below: