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Infinity Ward

The chance to join IW was a dream, and working on MW2 was a whole pile of new and fun and exciting.

Level Designer

Modern Warfare 2 (2008-2010)

Multiplayer

I spent most of my time on MP, learning great lessons from fantastically talented folks. The team embraced regular testing, talked a fair amount about CS level design, and understood that not everything needs to appeal to everyone (and the game is better if it doesn’t!).

Estate - The first level I worked on was Estate, a location needed for SP and with some MP potential. Though the house was already mostly blocked out when I got there, I was able to incorporate some nature (my favorite thing to work on) while defining (and refining) the layout.

Rust - One day, my lead asked me if I could make ‘a level like Shipment but not Shipment’. That led to the delightful chaos that is Rust. It’s more than a bit unbelievable how long of a life it’s had, and so humbling to have made something so many folks seem to remember so fondly.

Carnival - My final MW2 contribution came out with the second DLC pack. It was a level called Carnival, inspired (a bit) by a summer job at an amusement park. The location was a creative playground and super fun to work on. I’d still trust the rickety roller coaster I made here over the real-life inspiration any day…

Single-player

Endgame - I also worked on the campaign, which was built with a focus on making the best levels possible and fitting them together later (somehow). I learned just how important Kleenex testing (fresh people playing with no feedback) was, and got some great lessons in smartly adjusting rather than scrapping. I personally contributed a few level designs, including (and also building) this, the final level.

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2005-2008

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2010-2025