MW1 Remaster

MW2 Remaster

I was a Level Design Lead on Modern Warfare Remastered 1. I primarily focused on:

  • Modernizing the aesthetic and enhancing the oppressive vibe of All Ghillied Up and One Shot, One Kill - two of the most iconic campaign levels for any video game ever.

  • Made sure to treat the iconic moments for these specific levels like sniping the terrorist’s arm off and the last stand at the ferris wheel with the utmost respect so they shine for fans and newcomers alike.

  • Revised some encounters in One Shot, One Kill and All Ghillied Up to ensure they couldn’t be exploited yet were balanced to alleviate potential points of friction or frustration.

  • Focused a lot on the establishing shot of All Ghillied up to ensure the iconic moment of MacMillan emerging from the brush was just as impactful, if not more so than in the original.

  • Emphasized the fidelity of the grass and how it moved in All Ghillied Up to sell the fantasy while also ensuring the player could more easily identify the intended player path while prone.

  • Worked with the Art team to double down on the destruction states of the Church in All Ghillied Up to ensure that if the player opted to engage with the chopper that it would meet or surpass their expectations.

  • Added some QOL features including a ladder during the standoff at the end of One Shot, One Kill that allows the player access to the tops of some of the Ferris Wheel carriages.

Truly amazing to be able to open up these old map files and bring them into a new generation at the time. I wasn’t a huge MW fan before, but I was by the time this project was over. Collaborating with the art team to flesh out All Ghillied Up and add a few easter eggs, plus doing a little bit of scripting to clean up spawns and encounters across both levels was a great learning experience too. The research necessary both for the game itself and Chernobyl made this project worth it.


I assisted as an environment artist on Modern Warfare 2 Remastered. I primarily focused on:

  • Set dressing and terrain painting in and around the playable space.

The Art team as asking if any of the Designers wanted to assist in covering some of the content for the MW2 Remaster, and I thought this was a great opportunity for me to learn more about the tools that weren’t Unreal or created for Halo specifically. I had a lot of fun getting in and doing some set dressing while learning from our insanely talented environment art team.

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Halo 2 Anniversary