After shipping Call of Duty: Ghosts and also supporting Call of Duty: Advanced Warfare, Activision retired the Neversoft studio name and merged all staffers with Infinity Ward. This was so we could all be under one roof as we continued to work on the COD franchise. I retained my Senior Artist title, this time focusing on MP dream come true. I'd always wanted to work on COD MP since college.

After the game shipped, we continued to support the game through 4 DLC packs. I only worked on the first 3 DLCs, and my contributions are labeled as such.

Multiplayer - "Retaliation"
"A classic-style map set in ravaged Geneva during the thick of the SDF invasion."

Multiplayer - "Throwback"
"This look back at a 1950s “main street USA” locale sits on a giant, rotating, torus-shaped space station. A large circular lane rings the perimeter, while a large center square with multiple avenues of approach and two opposing windows offers a wide range of engagement opportunities."

Multiplayer - "Scorch"
"Scalding hot mining facility on the surface of an asteroid. Lots of cover and straight up engagements in this mid-sized map."


Multiplayer - DLC1 - "Neon"
"A virtual training center designed for urban warfare, Neon is a unique, digitized battle arena where cars and other structures spawn out of thin air and enemies dissolve into hundreds of pixels when defeated. Middle lane sightlines will cater to long-range players while the outsides of the map allow for quick counter-attacks in close-quarter action."

Multiplayer - DLC2 - "Turista"
"Turista is a plush spa and resort for affluent galactic travelers, nestled in the middle of a giant skeleton of a long dead creature. It's a long, 3 lane map that allows a variety of playstyles."

Multiplayer - DLC3 - "Bermuda"
"A shantytown created around the remnants of a crashed ship, Bermuda allows players to duck, dive, and wall ride from the fish market to the lighthouse in this small to medium sized map that’s been water-wasted and sandblasted."