Vietnam River and Jungle - Crash Site






In this level I created a environment focusing primarily on boat combat, I needed to craft a natural feeling river and accommodate space for other vehicles and enemies to fight along the shoreline. We also used enemy ambushes and tree snipers along the handcrafted riverbanks to encompass the excitement and anxiety of jungle combat.
Call of Duty: Black ops II
Yemen Cliffside - Achilles' Veil







On Yemen I had a primary focus on bringing the natural environments to life, including the Cliff sides and coastal vista. This required use of my previous experiences using terrain sculpting and kit bashing to create believable natural landscapes.
Yemen City - Achilles' Veil





In the city section of Yemen I took over previous level design work and redesigned sections of the town, focusing on performance and budget as well as adding additional detail to the unique Yemen structures and cityscapes.
80's Panama - Suffer With Me






Working on the first section of Panama was a great design exercise. I used real world references from historical images as well as pulled from my memories growing up in the similar tropical setting of Hawaii.
I designed the layout from the coastal landing, through the airport hangar and up to the motel, working with the scripting team to craft and fine tune the combat throughout.
Futuristic Downtown Los Angeles - Cordis Die



The downtown Los Angeles level was an exiting challenge that caused me to step outside of my FPS design comfort zone and design a space from the view of a fast moving harrier jet.
I designed large sections of a futuristic downtown, making sure the performance and transition was seamless, while maintaining the aesthetics of the previous on foot section of the level.
I designed large sections of a futuristic downtown, making sure the performance and transition was seamless, while maintaining the aesthetics of the previous on foot section of the level.
Call of Duty: Black ops III
Futuristic Airfield base - Black ops







I helped to build out the second half of the level and focused on highlighting new gameplay mechanics showcased in a number of scenes. I crafted interior and exterior spaces within the base, as well as natural terrain and environments.