PROJECT 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.

MY POSITION

As an Associate Designer at TREYARCH, I scripted levels and gameplay systems in the cooperative/single-player ZOMBIES survival/story mode of BLACK OPS 4, as well as similar work on unreleased content. While working 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).

MY RESPONSIBILITIES

The ZOMBIES mode of BLACK OPS 4 contains 8 levels, each with numerous hidden quests, gameplay systems and scripted events such as cinematic set pieces and character dialogue. I was responsible for various scripted functionality across 3 levels and some gameplay systems:

ZOMBIES: VOYAGE OF DESPAIR | Trailer

– implemented cinematic set piece events

– blockout of Sentinel Trial activation (power activation)
– blockout of iceberg collision level intro

– implemented hidden 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 and integrated custom gameplay systems

– water draining & flooding
– fast travel


ZOMBIES: DEAD OF THE NIGHT (DLC) | Trailer

– implemented cinematic set piece events

– Sentinel Trial activation (power activation)

– implemented hidden quests

– 2 crafting quests

– integrated and maintained gameplay systems

– AI spawns and spawn zoning
– player spawns and door/debris gating barriers
– wall buys, mystery boxes and perk altars
– fast travel

– implemented custom gameplay systems

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


ZOMBIES: ANCIENT EVIL (DLC) | Trailer

– implemented character dialogue events
– implemented hidden quests

– 2 crafting quests

– integrated and maintained gameplay systems

– AI spawns and spawn zoning
– player spawns and door/debris gating barriers
– wall buys, mystery boxes and perk altars
– fast travel

– implemented custom gameplay systems

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


ZOMBIES Gameplay Systems

– maintained global fast travel system
– implemented Sentinel Trial activation into global power system


I was also responsible for various scripted functionality in some unreleased content:

2 Additional Levels (unreleased)

– implemented cinematic set piece and character dialogue events
– implemented, integrated and maintained AI spawns and scripted AI behavior
– integrated and maintained player objectives, player spawns and environmental AI behavior