Jason McCord / Level Designer


  

I was a level designer at Treyarch for a little over 3 years working on Call of Duty games.
Call of Duty 3 was released in November 2006 on PlayStation 2, Xbox, Xbox 360, PlayStation 3 and the Wii.


As a level designer at Treyarch, I would design levels on paper, build them out for gameplay, detail them out to completion, do lighting, optimization and bug fix for shipping.

This was a tough project. Probably the hardest development cycle I've been through yet. We had to ship this game in 8 months, and we had to do it on current gen (PlayStation 2, Xbox) and next gen (Xbox 360, PlayStation 3 and Wii).
But, we were very excited to get our shot at a fully-fledged CoD game, considering the team had worked on spin-offs or expansion packs in the past, so we worked our asses off. The game had some problems, but I'm very proud of the team and myself for doing what we did in such a short time and under such pressure.

Every level shown is a product of the whole team, with many assets being designed and implemented by other departments such as art, fx, audio.
These are the levels that I worked on to some extent on Call of Duty 3.


SAINT LO
Single Player
Mission 1



This was the first level we made for Call of Duty 3, so we had to make a big push for this level look and play good on "next gen" (Xbox 360, PlayStation 3, Wii) AND "current gen" (Playstation 2, Xbox). The technical hurdles that came with that were huge and there were a lot of late nights.

The level prototyped lots of different features from procedural grass, to retreating AI, to a simple destructible geometry system and even simulated cloth physics that I believe was cut for performance reasons.
This was the first and only time I had to manage level memory manually with triggers that would load and unload all assets for the zones behind and ahead.
In the end, we made a level we could be proud of. Saint Lo was used to green-light Call of Duty 3, and was later shown behind closed doors at E3. I worked on the level from paper design to completion. Jesse Snyder was the gameplay scripter.


Playthrough with developer commentary from Jesse Snyder, Jeremy Luyties and myself.

Screenshot Gallery





VERDUN
Multiplayer



A small, mirrored multiplayer map that shipped with Call of Duty 3. The gameplay took place inside and around a bunker system and trench that sat on the side of a road in Verdun, France.

This map was best played in Capture the Flag and Team Deathmatch, and was made for small matches where you could really have dueling your enemy by firing and displacing.
I worked on this map from paper design to completion.


1v1 in a PS3 Emulator (Thanks RevisedGames)

Screenshot Gallery





IRONCLAD
Multiplayer / Valor DLC Pack
Xbox 360 Exclusive



Ironclad was a multiplayer map that shipped in the first DLC pack for Call of Duty 3, the Valor Map Pack. It was exclusive to the Xbox 360.

Set in a large dry dock, it was best for linear type game modes like Capture the Flag and War. Some set pieces included some giant ships being constructed in the docks and a train wreck in the center.

Because it was DLC and an Xbox exclusive, I designed this quickly while the rest of the team was moving on to pre-production for World at War. I must have playtested it with other devs only a few times before releasing it.
Luckily, the backwards compatibility of Call of Duty 3 on the Xbox Series S/X has given a bit of life to the game, and I was able to find high rez videos of playthroughs on the map. A few years ago, nothing was available, so it's really cool to see this map again. I worked on this map from paper design to beta.


Full CTF Playthrough (Thanks Sedge Lord)

Screenshot Gallery



MONSTERCLIP.