OVERVIEW

CALL OF DUTY: BLACK OPS 4 is a military themed first-person shooter featuring multiplayer, battle royale and ZOMBIES survival modes. Developed by TREYARCH, BLACK OPS 4 released in 2018 for PlayStation 4, Xbox One and PC.

ROLE

As an Associate Designer at TREYARCH, I scripted levels and gameplay systems in the cooperative ZOMBIES survival mode of BLACK OPS 4, as well as additional content that went unreleased. While on the job for BLACK OPS 4, I had to be self-sufficient in learning the development tools of TREYARCH’s T8 game engine, including their proprietary version of the Radiant level editor and GSC (their proprietary C-based scripting language).

RESPONSIBILITIES

BLACK OPS 4: ZOMBIES

The ZOMBIES mode of BLACK OPS 4 contains 8 levels, each with quests, gameplay systems and story events such as “cinematic” set pieces and character dialogue. A unique aspect of CALL OF DUTY’s ZOMBIES is that the quests are actually hidden as “Easter Eggs” with nothing more than vague clues to follow. There is even an intricate main quest to complete each level. I worked on 3 levels in ZOMBIES and a core gameplay system used throughout the mode. My specific responsibilities on each level or system are outlined below. . .


VOYAGE OF DESPAIR – ZOMBIES| Trailer

VOYAGE OF DESPAIR is a ZOMBIES level that takes place on the sinking Titanic. On VOYAGE OF DESPAIR, I was primarily responsible for scripting significant parts of the more complex quests as well as story events and gameplay systems:

– implemented set piece events

– Sentinel Trial (power) activation*
– iceberg collision level intro*

– implemented quests

– Main Quest: Agents of Change (clocks & telegraph wheels step) | Walkthrough
– Flying Car quest: bones & safes step | Walkthrough
– Kraken (wonder weapon) quest | Walkthrough
– Elemental Kraken (wonder weapon upgrade) quest* | Walkthrough
– Fireworks quest | Walkthrough

– implemented custom gameplay systems

– water draining & flooding

– integrated core gameplay systems used in the level

– fast travel*

* partial implementation or integration


DEAD OF THE NIGHT (DLC) – ZOMBIES| Trailer

DEAD OF THE NIGHT is a ZOMBIES level that takes place in an old haunted mansion. On DEAD OF THE NIGHT, I was primarily responsible for scripting gameplay systems integrated into the level (including zoning and zombie spawning) as well as simple quests:

– implemented set piece events

– Sentinel Trial (power) activation*

– maintained quests

– Ballistic Shield crafting quest
– Silver Bullet (weapon upgrade) crafting quest

– maintained integration of core gameplay systems used in the level

– player spawns
– zombie spawns
– spawn zones
– door/debris zone gates
– fast travel
– mystery boxes, weapon & perk buys

– implemented and maintained custom gameplay systems

– Fire Gate & Laboratory Electric traps*
– spawning and cleanup for Werewolves and Nosferatu (vampires)

* partial implementation


ANCIENT EVIL (DLC) – ZOMBIES | Trailer

ANCIENT EVIL is a ZOMBIES level that takes place in ancient Greek mythos. On ANCIENT EVIL, I was primarily responsible for scripting gameplay systems integrated into the level (including zoning and zombie spawning) as well as simple quests:

– implemented story events

– location-based character dialog

– maintained quests

– Apollo’s Will (shield) crafting quest
– Pegasus Strike (special equipment) crafting quest

– maintained integration of core gameplay systems used in the level

– player spawns
– zombie spawns
– spawn zones
– door/debris zone gates
– fast travel
– mystery boxes, weapon & perk buys

– implemented and maintained custom gameplay systems

– Boiling Bath & Venom Spray traps*
– spawning and cleanup for Gegenees (six-armed giants) and Spartoi (skeleton warriors)

* partial implementation


Core Gameplay Systems – ZOMBIES

I was responsible for scripting a core gameplay system used throughout ZOMBIES:

– implemented and maintained the core fast travel system*

* partial implementation


BLACK OPS 4: Additional Content (unreleased)

In the early prototype stages of the development process, I was responsible for scripting certain sections across 2 levels of additional content that went unreleased:

– implemented scripted events

– “cinematic” set pieces
– character dialogue
– combat encounters
– AI animation

– integrated and/or maintained integration of core gameplay systems used in the level

– player spawns
– enemy & friendly AI spawns
– objectives
– AI movement and environmental behavior