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AAA game development is an amazing experience that takes a wonderful team of people

to bring into the world. My deepest respects to the High Moon team that brought this project to life. 

  • For this Black Ops map, I created a wide-liner game play environment with seven interiors and a boss arena.

  • I collaborated with the art director and design team and rapidly iterated the layout.

  • I created a modular architecture kit for this area made up of walls, doorframes, windows, ceiling panels, and a post and a beam kit. 

  • Using Marvelous Designer, I created the worn and funky retro black light carpet assets. 

  • I brought this space from a super rough blockout to final art.

  • While working closely with the concept team I researched and provided reference imagery and design intentions while in production. 

  • The architecture in yellow was all created by me and is a blend of BSP, modular architecture kits, and photogrammetry assets.

  • A number of key architectural assets were created by me using Maya, like the theater signage and the roofing and corrugated panel kit.

  • All the vehicles were created by the vehicle team.

  • Burger Town is an incredibly well-established brand in COD and I was honored to build the first retro version of it.

  • I researched vintage restaurants and collaborated with the concept art team to produce a dated but familiar aesthetic. 

  • The exterior is a combination of BSP, photogrammetry, and static meshes. The roof tiles were created in ZBrush.  

  • Invoking the past yet familiar interior design and achieving the desired cover was challenging and fun. 

  • I modeled and textured the entire interior and built most of the major assets like the tables, counters, signage, and partitions.

  • Performance in this area was tricky due to several lines of sight that have lots of alpha layers.  

  • The set-dressing and decal pass as well as performance optimizations were also done by me. 

  • The final of my section of the map was the introduction of the heavy enemy type, a retro Juggernaut! 

  • While coordinating with the design team I developed industrial aesthetics that would facilitate a menacing experience. 

  • I came up with the grating under the main tanks to provide up-lighting for the stalking NPC.

  • I took this area from rough idea to final art, modeling, texturing, set-dressing, collision, and performance optimizations.

COD Black Ops Cold War.

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