Call of Duty
Call of Duty

Modern Warfare 2 (Original)

On Modern Warfare 2 I was on the Game Design team with a particular focus on scripting Special Ops. Not writing scripts like a movie script, but more like programming focused on the gameplay and mission design itself.

This was one of my most challenging transitions because I came into the project when it was flying along at an insane speed and needing to learn the tools and processes mostly from scratch since the past 10 years of my career had been immersed in Unreal Engine land. Well worth the effort though, and it looks like people are enjoying it and the Special Ops mode. I learned more good practices in the short time there with the MW2 team than in most of my career before.

The missions I primarily scripted/maintained are:

In addition to these I also focused on a significant portion of the general co-op gameplay scripting and systems. However trying to draw a fine line between who did what is impossible with the way the team worked and detracts from how finely tuned and effective everyone was on the project.

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Modern Warfare 1 and 2 (Remasters)

During MW:R development I lead the Single Player scripting needs. We were primarily focused on figuring out how to pull the experience from the original MW over to the most current CoD engine as accurately as possible while still allowing for valuable improvements and a few bonus touches.

For MW2:R we picked up where we left off, working with Beenox to get MW2 up and running on the same foundation that MW was now on. I continued the same role focused on getting all the single player missions playable and accurate, while also ready for the remaster improvements. Certain Affinity moved on to another project mid development so was not involved through most of the remastering portion of the work.

Call of Duty: Ghosts (Onslaught DLC)

After a 9 month sabbatical following Halo 4 I returned to Certain Affinity with a renewed perspective and enthusiasm for the industry. Surpriseā€¦ it was immediately back into the belly of the beast. 

For Onslaught I focused entirely on scripting for the two multiplayer maps Containment and Bayview. This included large elements such as the bridge exploding and the trolley, as well as little things like destructible objects, shooting the church bells, and environment flavor.