Position
Senior Level Designer
Description
For Call of Duty: WWII, I worked exclusively on the cooperative multiplayer Nazi Zombies game mode. Over the course of the project, I contributed to varying degrees to all of the levels / maps in the gamemode, both release / Shipping maps and post-release / DLC maps. In addition to my level work, I also worked on a wide variety of overarching game design features, mainly focused on in-game weapons and UI.
Levels worked on:
- Prologue / Groesten Haus
- The Final Reich
- The Darkest Shore
- The Shadowed Throne
- The Tortured Path (comprised of 3 separate maps)
- Into the Storm / Bodega Cervantes
- Across the Depths / U.S.S. Mount Olympus
- Beneath the Ice / Altar of Blood
- The Frozen Dawn
Roles
- Created basic level geometry (blockouts) for release maps (Prologue / Groesten Haus, The Final Reich), and one of the DLC maps, The Tortured Path.
- Planned and implemented level scripting for the in-game objectives/quests (“Easter Eggs”) with other designers for all Nazi Zombies maps (both Ship and DLC)
- Supported Gameplay Engineers with by implementing numerous game mode wide features related to weapons, AI, and UI.
- Assisted with UI/UX Frontend scripting on the gamemode lobby, player customization, and weapon customization screens