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TOTENREICH

A round-based zombies map. After working with Treyarch's Gwydion Brain on the initial map top-down and blockout, I handled all further level designer responsibilities through the map's launch. My overall responsibilties included geo blockouts, paper designs, core feature implementation, quest support, collision work, ai traversals, bug fixes, and more. I worked closely with all involved departments at High Moon and Treyarch as the main level design contact on Totenreich.
Launched in season 3 of Call of Duty: Black Ops 7 in April 2026. More info in blog post.

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TOP-DOWN MAP LAYOUT

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Tac map of Totenreich, showing the main map (left) and the boss arena (right).
I worked closely with tech designer Ramy Fawaz to ensure the arena was designed in service of his incredible boss fight design. Interactive map link here.

Paper Design Responsibilities

I was heavily involved with the map's overall game design direction from early on, delivering early paper prototypes of the map's "Jotunn Star" Wonder Weapon, Blizzard special rounds, Flammenfalle Trap, and several of the side quests including the Random Rooms, Viking Helmets, Robot Head Power Ups, Fishing, and Richtofen's exclusive side quest. The map's mechanics have been praised for their interwoven systems and interactions with each other.
These initial paper designs were expanded upon and implemented by tech designers Mike Brown, Michael Akopyan, and Daniel Hickey. The Jotunn Star was expanded upon by designer Mark Maestas and implemented by engineer Stephen Luu.

GAMEPLAY

COMMUNITY VIDEOS

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