Art Director + Creative Manager + Applied AI
CALL OF DUTY
Assets in Play
Some of the most immersive work in Call of Duty is environmental: the graphics that don't sit in a menu but wrap the world a player moves through. As the sole graphic designer embedded in map development at High Moon Studios, I built that layer across Modern Warfare III, Warzone's Fortune's Keep, and Ashika Island. Graffiti and street signs, store branding in five languages, tactical maps and blueprints, mosaics and stained glass, banners, kiosks, billboards, chalkboards, and the title screens that frame it all.
The work was as much about place as it was about design. Ashika Island had to read as authentically Japanese, down to the sushi restaurant signage and the sake posters. A London tunnel needed graffiti that felt local to that exact stretch of city. Each map carried its own visual dialect, and holding that consistency across an entire environment is what lets a player stop noticing the design and start believing the place.
The reach ran from a single weapon decal to a dragon mosaic spanning a courtyard floor, every piece working at the scale of a lived-in world. Done right, none of it announces itself. It simply makes the ground feel real beneath the player's feet.

CALL OF DUTY_Modern Warfare III

CALL OF DUTY_Modern Warfare III
CALL OF DUTY_Modern Warfare III

CALL OF DUTY_Modern Warfare III

CALL OF DUTY WARZONE_Fortune's Keep

CALL OF DUTY WARZONE_Fortune's Keep

CALL OF DUTY WARZONE_Ashika Island

CALL OF DUTY WARZONE_Ashika Island

CALL OF DUTY WARZONE_Ashika Island
CALL OF DUTY WARZONE_Ashika Island

CALL OF DUTY_Modern Warfare III


