Chris J. Beagle
  • Professional Projects
  • >     Call of Duty: Warzone 2
  • >     Call of Duty: Warzone
  • >     Call of Duty: Cold War
  • >     Call of Duty: Modern Warfare
  • >     Destiny 2: Forsaken
  • Student Projects
  • >     Tessen
  • >     s n o w
  • >     Will-o'
  • >     Gambit
  • Art and Audio
  • Player Profile
  • Résumé
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I worked on Call of Duty: Warzone as a technical designer, having ownership over the tech design needs of a variety of mechanics across various seasons, and also worked on multiple new game modes.

Sandbox
        - Solely responsible for the tech design needs of the AA turrets.
        - Solely responsible for the tech design needs of the gasoline carriables.
        - Solely responsible for the tech design needs of the redeploy balloons.

Summer of Action (seasonal update)
        - Solely responsible for the tech design needs of Nakatomi Tower's elevator.
        - Solely responsible for the tech design needs of the SOA Scavenger contract.
        - Solely responsible for the tech design needs of the missile bombardment event.
        - Solely responsible for crane AI (functional cranes were cut due to ent budget concerns).

Power Grab (game mode)
        - Implemented the reward structure.
        - Implemented the framework for the various new UI elements the game mode required.

[REDACTED] (game mode) // Unreleased
        - Pitched a new game mode that was approved for prototype.
        - Prototyped the new game mode as the sole developer.

Miscellaneous
        - Bug extermination (including content I otherwise had no hand in).