I’m Georgie, a Senior Level Designer with experience across single-player, multiplayer, and open-world games. Currently working at Hundred Star Games in London on an unannounced project.

This site is a collection of my shipped work.

Call of Duty:
Black Ops 6 - Season 03 Reloaded

Haven - 6v6 Multiplayer Map

Role: Level Designer (Multiplayer)

Release date: May 2025

Overview: Haven is a mid-sized multiplayer map released as part of Call of Duty: Black Ops 6 Season 03 Reloaded

Ownership & Contributions:

  • Full ownership of the design and blockout of Haven, from the early concept through to final release

  • Implemented gameplay setup, including spawns and objectives, to support multiple game modes including; Hardpoint, Domination and Search & Destroy

  • Collaborated across disciplines to create an authentic, immersive gameplay environment

The process:

  • The goal for Haven was to create fast-paced map with frequent engagements across a balanced mix of interior and exterior spaces

  • To achieve this, I created a three-lane design with intuitive routes, recognizable spaces and logical connections between them

  • The blockout underwent extensive playtesting and was iterated to refine flow, balance, pacing, readability and sightlines

  • The map was inspired be a real-world location, which I researched thoroughly during early development to ground Haven in a believable and authentic space

Map highlights:


Haven is set in a grand rural estate that has been converted into a KGB safehouse. The layout is easy to read, with clearly defined routes and strong visual landmarks. Tight interior spaces flow into more open exterior routes, supporting both close- and long-range playstyles.


The center of the map, marked by its distinctive bear statue landmark, is a hotbed for intense close-quarters combat. In modes like Domination and Hardpoint it becomes a highly contested space with multiple routes converging on this space.

On the outside lane, a raised balcony connects the interior Ballroom to the exterior Courtyard and provides strategic sightlines below. However, with limited cover, it’s risky to hold for extended periods. This is intentional - players are encouraged to act quickly and keep moving


More areas of Haven:

Ballroom

Hall

Front Entrance (Main front spawn)

Gardens (Main back spawn)

Call of Duty: Warzone 3

Orlov Military Base, Urkistan

Studio: Sledgehammer Games

Role: Level Designer (Multiplayer)

Release date: November 2023

Overview: Urzikstan is a large-scale open-world Warzone map released at launch for Call of Duty: Modern Warfare III.

Contributions & Ownership:

  • Design owner of the Abtal Academy POI in Orlov Miliary Base taking the area from early concept through to final blockout

  • Created and iterated on building blockouts for Orlov Military Base

  • Refined layouts to support player flow and combat encounters across multiple game modes (Battle Royal, Ground War and Invasion)

  • Implemented collision, markup, and bug fixing through to release

Map highlights:


Abtal Academy is situated at the base of the mountains overlooking Orlov Military Base in the northwest of Urzikstan. The area features an abandoned monastery, cemetery, bell tower, and surrounding courtyard structures.

More areas in Orlov Military Base:

Call of Duty:
Modern Warfare III

Studio: Sledgehammer Games

Role: Level Designer (Multiplayer)

Release date: November 2023 

Overview: The 2023 instalment in the Call of Duty franchise

Role & Responsibilities:

  • Pitched and prototyped level blockouts for new multiplayer maps

  • Supported maps through to release by implementing collision, markup, and bug fixing across multiple locations, including Rundown, Quarry, and Derail

Mafia Definitive Edition

Studio: Hangar 13

Role: Mission Designer

Release date: September 2020  

Overview: Mafia: Definitive Edition is a faithful remake of the original 2002 title, rebuilt from the ground up with modern visuals, systems, and mission design.

Role & Ownership:

  • Full ownership of the mission design and scripting of Mission 12 (‘Great Deal’) from early development through to final release

  • Implemented mission content including player progression, combat encounters, VO, and NPC interactions

  • Collaborated with the art team to design a believable space tailored to gameplay and narrative needs

  • Maintained mission documentation and ensured the mission met “always playable” targets throughout development

Mission highlights:

Great Deal is the twelfth mission of the game and consists of an intense shootout followed by a scripted car chase across the city.

A key design goal was to deliver a memorable spectacle moment while preserving player agency. For this mission, that moment involved an enemy vehicle skidding into an oil truck, triggering an explosion and fire!

A core challenge was ensuring the player naturally witnessed the event without removing camera control. This was solved by responding to player behavior and placing triggers at likely cover positions, allowing the event to occur at a moment when the player’s attention was already directed forward.

The player’s main objective is to defend the truck down four floors of combat encounters in a Parking Lot. The truck is vulnerable to enemy attacks and Sam, who’s responsible for driving the truck won’t continue down to the next floor till it’s safe to do so. Placing the focus on escorting the truck provided a meaningful objective and an effective way of tying in the gameplay with the story.

The second half of the mission transitions into a scripted city-wide vehicle chase. Enemy behavior was carefully tuned using a combination of triggers and rubber-banding to maintain pressure without overwhelming the player. The standard traffic system was disabled and all traffic and parked vehicles were manually placed for the sequence in order to ensure reliable pacing and readability.