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. 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
The ZOMBIES mode of BLACK OPS 4 contains 8 levels, each with numerous secret quests, gameplay systems and scripted events such as “cinematic” set pieces and character dialogue.
On VOYAGE OF DESPAIR, a ZOMBIES level that takes place on the sinking Titanic, I was primarily responsible for implementing scripted functionality of many quests as well as assorted scripted events and gameplay systems:
ZOMBIES: VOYAGE OF DESPAIR | Trailer
– implemented “cinematic” set piece events
– Sentinel Trial (power) activation*
– Iceberg Collision 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
– maintained common gameplay systems
– fast travel
* partial implementation
On DEAD OF THE NIGHT, a ZOMBIES level that takes place in an old haunted mansion, I was primarily responsible for maintaining scripted functionality of all gameplay systems (particularly zombie spawning) as well as assorted quests:
ZOMBIES: DEAD OF THE NIGHT (DLC) | Trailer
– implemented “cinematic” set piece events
– Sentinel Trial (power) activation*
– maintained quests
– Ballistic Shield crafting quest
– Silver Bullet (weapon upgrade) crafting quest
– maintained common gameplay systems integrated into level
– player & AI spawns
– spawn zones
– door/debris zone gates
– fast travel
– mystery boxes, weapon & perk buys
– implemented and maintained custom gameplay systems
– Fire Gate & Laboratory Electricity traps*
– implemented custom gameplay systems
– spawning and despawning for Werewolves and Nosferatu (vampires)
* partial implementation
On ANCIENT EVIL, a ZOMBIES level that takes place in ancient Greek mythos, I was primarily responsible for maintaining scripted functionality of all gameplay systems (particularly zombie spawning) as well as assorted quests:
ZOMBIES: ANCIENT EVIL (DLC) | Trailer
– implemented character dialogue events
– maintained quests
– Apollo’s Will (shield) crafting quest
– Pegasus Strike (special equipment) crafting quest
– maintained common gameplay systems integrated into level
– player & AI 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*
– implemented custom gameplay systems
– spawning and despawning for Gegenees (six-armed giants) and Spartoi (skeleton warriors)
* partial implementation
I was responsible for implementing and maintaining a common gameplay system used throughout ZOMBIES:
ZOMBIES: Common Gameplay Systems
– implemented and maintained core fast travel system*
* partial implementation
I was also responsible for all scripted functionality of certain sections of 2 levels in additional content that went unreleased:
Additional Content: 2 Levels
– implemented “cinematic” set piece, character dialogue and combat encounter events
– integrated and/or maintained common gameplay systems
– player & AI spawns
– player objectives
– AI movement and environment nodes