Call of Duty: Black Ops 7 Official Website
Role: Level Designer
Responsibilities:
- Designed and built a whitebox level of 5–10 minute experience in Radiant for ~2 months; ran weekly team playtests/reviews and delivered a final presentation that received positive feedback.
- Supported multiple campaign missions in Call of Duty: Black Ops 7: Suppression, Distortion, Inside, Quarantine — playtesting, bug fixing/verification, traversal and sightline refinements, and edge passes.
- Executed multi-map “edge” passes, tuning mount/mantle lines to improve traversal flow and player readability.
- Developed a reusable, non-destructive edge-pass workflow (mock-up brush wraps on complex prefabs) and authored a team guide for repeatable use.
- Implemented gameplay/level logic via CoD scripting, integrating global script functions and engine-level C++ calls.
- Contributed to ideation for an upcoming Call of Duty title; authored one-pagers that received positive feedback.
Featured Campaign Mission:
“There is one mission in Black Ops 7 that presents something very interesting, reminiscent of other Call of Duty campaigns: “Suppression.” During “Suppression,” you’re — as you will be throughout a lot of the campaign — under the hallucinogenic, nightmarishly trippy effects of Cradle, and you must sneak through Vorkuta, where Alex Mason was imprisoned in the original Black Ops. There are demon-esque inmates everywhere, and you have nothing more than a knife and decoy grenades. It’s this style of innovative, linear, atmospheric level that historically has helped Call of Duty campaigns thrive…”
