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OVERVIEW

Season 15 – Premium BR Map

Responsibilities

  • Owned the design and development of multiple POIs from initial blockout through final polish.

  • Designed and refined macro- and micro-level navigation, including player flow, rotation routes, and traversal opportunities.

  • Balanced loot distribution, weapon spawns, and interactive gameplay elements to support varied player strategies and pacing.

  • Designed and tuned gameplay events and supporting systems to enhance the overall player experience.

  • Led polish passes across cover placement, traversal, combat spaces, and set dressing, reinforcing gameplay readability and environmental storytelling.

  • Collaborated closely with art, design, engineering, and other disciplines throughout development to take the map from concept to a shippable final product.

OVERVIEW

Season 15 – Premium BR Map

Responsibilities

  • Owned the design and development of multiple POIs from initial blockout through final polish.

  • Designed and refined macro- and micro-level navigation, including player flow, rotation routes, and traversal opportunities.

  • Balanced loot distribution, weapon spawns, and interactive gameplay elements to support varied player strategies and pacing.

  • Designed and tuned gameplay events and supporting systems to enhance the overall player experience.

  • Led polish passes across cover placement, traversal, combat spaces, and set dressing, reinforcing gameplay readability and environmental storytelling.

  • Collaborated closely with art, design, engineering, and other disciplines throughout development to take the map from concept to a shippable final product.

OVERVIEW

Season 6 – Premium BR Map Update

Responsibilities

  • Designed and built destroyed modular kits, using them to create bespoke buildings and seamlessly integrate new environments across the updated map.

  • Designed multiplayer and co-op levels for Call of Duty: Black Ops Cold War and Warzone, with a focus on player flow, combat engagements, and replayability.

  • Pitched map updates and seasonal content to stakeholders and directors, communicating design goals, player experience, and implementation plans.

  • Owned the design and implementation of WWII bunkers from concept through final, creating spaces that became prominent gameplay and marketing beats.

  • Contributed environment art and set dressing to bring levels to shippable quality

  • Worked within a fast-paced, highly collaborative team, taking ownership across disciplines and adapting quickly to shifting production needs and priorities.

  • Designed, set dressed, and supported environmental art during production to establish gameplay spaces and visual cohesion.

  • I also took on a flexible role to ship the content on time, such as environment art, texturing, set dressing, and base lighting.

BREIF

Warzone Season 6 was led by our team at Treyarch. There were two designers who pitched designs to leadership, with me being one who pitched map changes. We took on many roles to ship the content. I specifically was in charge of the WWII Bunkers, which were also used for marketing material and high levle narrative. I designed the bunker from concept to completion, and helped with set dressing. I also took on the role of designing bespoke building destruction in a modular way that could be used throughout the map. There were a lot of other design tasks to get this content shipped.

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©2017 by Aaron Stump

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