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Design | ||||
Quake (2021) | (Design) | |||
The Elder Scrolls: Blades (2018) | (Additional Level Design) | |||
DOOM (2016) | (Design) | |||
Halo: The Master Chief Collection (2014) | (Map Editor and New Maps) | |||
Wolfenstein (2009) | (Senior Designer) | |||
Call of Duty 3 (2006) | (Design - Level Building) | |||
American McGee's Alice (2000) | (Level / Scenario Design) | |||
Quake II (1999) | (Level Design) | |||
Quake: The Offering (1999) | (Design) | |||
Quake II Mission Pack: Ground Zero (1998) | (Level Design) | |||
Quake Mission Pack No. 2: Dissolution of Eternity (1997) | (Design) | |||
Programming/Engineering | ||||
Halo 2 (2007) | (Map Editor & New Maps (Pi Studios)) | |||
Art/Graphics | ||||
World of WarCraft (2004) | (Additional Art) | |||
Technology | ||||
Disney Infinity (2013) | (Core Technology) | |||
Thanks | ||||
Mercenaries 2: World in Flames (2008) | (Very special thanks to) | |||
Other | ||||
Please, Don't Touch Anything 3D (2016) | (Escalation Studios®) | |||
Midway Arcade (2012) | (Escalation Studios) | |||
Rage (2011) | (Additional Online Work) | |||
AC/DC Live: Rock Band - Track Pack (2008) | (PI Studios is) | |||
Rock Band (2008) | (Pi Studios) | |||
Call of Duty: United Offensive (2004) | (Pi Studios) | |||
Cameron started in the industry as a level designer at Rogue Entertainment in 1996. With the closure of Rogue in 2001, Cameron moved to Blizzard as a designer and modeler on the blockbuster MMO World of Warcraft. Cameron began working with Pi Studios as a contract artist in 2003, and joined full-time to work on Call of Duty: United Offensive.
Last updated: Apr 04, 2006
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