Project Overview

CALL OF DUTY: BLACK OPS IIII is a FIRST-PERSON SHOOTER with MULTIPLAYER, “BLACKOUT” BATTLE ROYALE, and “ZOMBIES” SURVIVAL modes. Developed by TREYARCH, BLACK OPS IIII was released in 2018 for PLAYSTATION 4, XBOX ONE, and PC.

Role Overview

As an ASSOCIATE DESIGNER at TREYARCH, I scripted levels and gameplay systems in the ZOMBIES mode of BLACK OPS IIII, as well as some unreleased content. I was involved from alpha and beta stages until ship on multiple levels and a few gameplay systems. While working on BLACK OPS IIII, I learned the development tools for TREYARCH’s T8 game engine, including their proprietary version of the RADIANT level editor and GSC – their proprietary C-based scripting language + API.

Role Details

Specifically, here is what I worked on:

ZOMBIES: VOYAGE OF DESPAIR

– cinematic sequences

– SENTINEL TRIAL activation (power activation)
– blockout of iceberg collision

– quests

MAIN QUEST – AGENTS OF CHANGE, clocks + telegraph wheels step
FLYING CAR QUEST, bones + safes step
FIREWORKS QUEST
KRAKEN QUEST
ELEMENTAL KRAKEN QUEST

– level features

– water draining + flooding
– fast travel

ZOMBIES: DEAD OF THE NIGHT

– cinematic sequences

– SENTINEL TRIAL activation (power activation)

– quests

BALLISTIC SHIELD QUEST
SILVER BULLETS QUEST

– level features

– zones + doors/debris
– player + zombie spawns
– FIRE GATE + ELECTRIC traps
– wall buys + mystery boxes + perk altars
– fast travel

– level stability

ZOMBIES: ANCIENT EVIL

– quests

APOLLO’S WILL QUEST
PEGASUS STRIKE QUEST

– level features

– zones + doors/debris
– player + zombie spawns
– BOILING BATH + VENOM SPRAY traps
– wall buys + mystery boxes + perk altars
– fast travel

– character dialogue
– level stability

ZOMBIES Gameplay Systems

– fast travel system
– special zombie spawning + cleanup

– WEREWOLVES (DEAD OF THE NIGHT)
– NOSFERATU (DEAD OF THE NIGHT)
– GEGENEES (ANCIENT EVIL)
– SPARTOI (ANCIENT EVIL)

2 Unreleased Levels in Alpha + Beta Stage

– objectives
– cinematic sequences
– player + AI spawns
– scripted + environmental AI behavior
– character dialogue