Jason McCord / Level Designer


  


I was a designer at Infinity Ward from Feb 2008 to April 2010.
Modern Warfare 2 was released in November 2009 on PC, Playstation 3 and Xbox 360.


As a level designer on Modern Warfare 2 I worked closely with scripters and artists to design and complete levels. I would design levels on paper, build them out for gameplay, detail them out to completion (with the help of a fantastic art team), do lighting, optimization and bug fix for shipping.
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.
For MW2, my contribution to each level varied greatly. These are the levels that I worked on to some extent on Modern Warfare 2.


CLIFFHANGER
Single Player
Mission 3



"Cliffhanger" was the MW2 prototype level, the E3 level and the third mission of the campaign. This was my first map on MW2 single player. I worked on this level from blockout to completion.
I designed the layout and detailed most of the final geo. The level was scripted by Mackey McCandlish.

The beginning of the mission was loosely designed around the idea of Morpheus talking to Neo in The Matrix. Soap, as Morpheus, can see things that the player (Neo) can't. His instructions over the radio help you stay one step ahead of the enemy.

The later part of the mission was designed to use the snowmobile tech that we were building to use in more in the game.
Some of the geo was later repurposed for a spec-ops mission.


Cliffhanger live playthrough at E3 2009

Screenshot Gallery





GULAG
Single Player
Mission 10



"The Gulag" was my most ambitious map for MW2. I'm very proud of this mission because I think it was a technological achievement as well as a gameplay success, with a great story beat.
One of my favorite parts of the level is the shower room fight, which I designed in an hommage to a great action movie of the 90's, The Rock. Yes, it was nearly a direct copy. I remember wanting to build it for fun, thinking it would need to go through iterations and would change. But, Mackey (the gameplay scripter) took it and made it fun and challenging, so it stuck.
It's been cool to see this room live on in Warzone and future MW games.



I designed the layout and detailed most of the final geo for the whole level. The level was scripted by Mackey McCandlish.
Some of the geo was later repurposed for a spec-ops mission, Breach and Clear.
I worked on this level from paper design to completion.


Full Playthrough (Thanks NGBlackHawk)

Screenshot Gallery





S.S.D.D.
Single Player
Mission 1 / Training



The Training level for MW2 came online quickly. We designed it on our office window with a dry-erase marker and I built it in about 4 days. A handful of my good friends names can be found on the soldiers in the level. Later, we repurposed the level for a Spec-Ops mission called The Pit.
Shortly after the game came out, The Pit was recreated in real life and an ex-special forces soldier ran it while being timed.
This was definitely a sight to see. Check it out here.

Youtube: The Gadget Show - MW2 Pit Run

Screenshot Gallery





WHISKEY HOTEL
Single Player
Mission 14



This was a fun level to work on. It went fast, since it's essentially pretty small, but there was a lot of research to get the layout as correct as possible. It was one of the places in the game that we had to get just right.
The White House was already blocked out in-game by another level designer to some extent when I was assigned to it. I took what was there and we designed a layout from that, expanding it where needed, adding the yard and the underground bunker, etc. Then I worked on the map to completion.
There was some more inspiration from The Rock for the rooftop scripted moment.




Full Playthrough (Thanks caffplays)

Screenshot Gallery





JUST LIKE OLD TIMES
Single Player
Mission 17



Near the end of the game, this level has the player tracking the bad guy through a cave system in Afghanistan. This really put my terrain skills to the test, since the whole thing was basically made of rock, and building caves can get real squirrely real fast building the whole thing with patches in Radiant (Level Editor).

The level was nearly cut at one point, but was brought back to life by a team effort of 2 great scripters on the team.

I worked on the level from blockout to completion.

Full Playthrough (Thanks GamesWalkthroughChannel)

Screenshot Gallery





MUSEUM
Single Player
Credits



The museum was a pet project of mine. I had a little free time at the end of the project and started working on this on my own. The diarama idea is based off of the Los Angeles Natural History Museum, which I have been to many times.


The level was built really fast, so when I had something good enough to show I did a quick pitch to the leads to get it in the game somehow. Mohammad Alavi (gameplay scripter) had an idea, so he jumped on it. The credits level was born.

Every character model, weapon and almost every vehicle is present here. The artists loved it!

Don't Press the Red Button! (Thanks anonInDE)

Screenshot Gallery





OF THEIR OWN ACCORD
Single Player
Mission 11



Another ambitious level. Many designers worked on this mission over the course of the project and many different gameplay ideas were tried in the different areas of the DC mall. At one point we were driving tanks through the Reflecting Pool.

I was called in to finish it up. I built the geo for the chopper ride at the end, as well as most of the lighting in the level and lots of detailing, optimizing and bug fixing for the whole map.

As I've never been to Washington DC, this level took a lot of reference hunting and studying Google Maps to get the layout and distant views of the DC Mall right.

Full Playthrough at 4k (Thanks GamesWalkthroughChannel)

Screenshot Gallery





WOLVERINES!
Single Player
Mission 6



I didn't really work on this level directly. I had worked on some geo for an American neighborhood when I started at Infinity Ward, which was originally intended for Multiplayer but never made the cut. Later, the geo was used for the intro section of the Wolverines! mission and eventually repurposed for Spec-Ops mission where one player is in the chopper covering the other player on the ground.

A lot of the inspiration for the area came from growing up in neighborhoods like this.

My contribution to this mission is just in the first 4 minutes of the video, as the player moves through the neighborhood. The gameplay scripter took this existing geo and used it to build the start of the mission. This type of workflow happened a lot at IW. Good geo always gets used.

Full Playthrough at 4k (Thanks GamesWalkthroughChannel)

Screenshot Gallery





BAILOUT
Multiplayer / DLC
 


My only shipped multiplayer map for MW2, Bailout was released with the first DLC, the Stimulus Package.
I designed a lot of these spaces and the overall look from an apartment complex I was living in at the time.




Full Match (Thanks byNOSAJ)

Screenshot Gallery



MONSTERCLIP.