Work / Black Ops 6
Call of Duty

Black Ops 6

Studio Raven Software Year 2024 Campaign

Mission designer and scripter across two campaign missions — a linear cinematic stealth mission and a large open-world systemic level.

Mission 01

High Rollers

A linear, cinematic stealth mission. I came on as primary scripter and, by the back half of production, was driving it day to day — living in the level, playing it end to end every morning, holding it to a near-flawless bar.

▸ No-commentary playthrough
Design · Scripting · Cinematics
Primary scripter and mission-design driver — from stealth tuning to orchestrating every cinematic beat and tweaking every civillian and ambient conversation.
Coordinated the cinematic moments directly with art, cinematics, audio, FX, and narrative. Scripted the mission design side of the conversation logic used in this mission and the Gala mission to give life to civilian conversations.
On the ground

As a mission designer I kept art and FX moving with a steady feed of bugs and feedback, and turned each day's playtest footage into the next day's fixes. I spent a great deal of time combing over playtest footage and feedback to tune this one beginning to end.

Mission 02

Hunting Season

▸ No-commentary playthrough
Level design · Systems scripting
One of the designers, scripters, and level designers on this open-world campaign level in the Iraqi desert. I specifically designed the Oasis outpost and surrounding terrain, as well as the crashed helicopter event.
Built the trigger and scripting logic running on top of the smart bundles system driving how each outpost handles AI and encounters.
Kept the level under AI counts and performing — suspending AI when the player leaves an outpost and resuming their prior states on return.
Across the title

Beyond my own missions

Guide

Helped out with the mentoring of a junior designer.

Script Review

Reviewed other designers' scripts across the game.

Firefighting

Jumped onto levels that weren't mine to unblock and stabilize them under pressure.