I worked on Call of Duty: Modern Warfare as a technical designer, having ownership over the tech design needs of one campaign level, assisting with a second, and having ownership over the memory management of both.
Hunting Party (campaign level)
- Solely responsible for all of the level's tech design needs*.
- Solely responsible for the level's memory management (geo and asset streaming).
* Tech design needs included:
> "Streets" MG nest AI.
> "Civ Ambush" civilian AI.
> "Civ Ambush" ambusher AI.
> "MG Hall" MG nest AI.
> Snakecam functionality.
> Custom autosave functionality that takes MG nests and fail timers into consideration.
> Double door functionality.
> Custom functionality for various doors throughout the level.
> A custom friendly fire handler.
> Corpses with better fidelity than the sandbox provided.
> A dialogue system that plays over the radio when appropriate, randomizes when able, and avoids repeats.
> A system that controls if and when enemies go into "longdeath" animations, and if so, which is used.
Old Comrades (campaign level)
- Solely responsible for some of the level's tech design needs*.
- Solely responsible for the level's memory management (geo and asset streaming).
* Relevant tech design needs included:
> Weapon management for the gun case and the holster mechanic.
> Custom door functionality for various doors throughout the level.
> Technical solutions for the van defense and getaway.
Miscellaneous
- Collaborated on the functional implementation of a scene used for the reveal trailer.
- Bug extermination throughout both levels (including segments I otherwise had no hand in).
Hunting Party (campaign level)
- Solely responsible for all of the level's tech design needs*.
- Solely responsible for the level's memory management (geo and asset streaming).
* Tech design needs included:
> "Streets" MG nest AI.
> "Civ Ambush" civilian AI.
> "Civ Ambush" ambusher AI.
> "MG Hall" MG nest AI.
> Snakecam functionality.
> Custom autosave functionality that takes MG nests and fail timers into consideration.
> Double door functionality.
> Custom functionality for various doors throughout the level.
> A custom friendly fire handler.
> Corpses with better fidelity than the sandbox provided.
> A dialogue system that plays over the radio when appropriate, randomizes when able, and avoids repeats.
> A system that controls if and when enemies go into "longdeath" animations, and if so, which is used.
Old Comrades (campaign level)
- Solely responsible for some of the level's tech design needs*.
- Solely responsible for the level's memory management (geo and asset streaming).
* Relevant tech design needs included:
> Weapon management for the gun case and the holster mechanic.
> Custom door functionality for various doors throughout the level.
> Technical solutions for the van defense and getaway.
Miscellaneous
- Collaborated on the functional implementation of a scene used for the reveal trailer.
- Bug extermination throughout both levels (including segments I otherwise had no hand in).