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 ZOMBIES survival mode of BLACK OPS 4, as well as similar work on other 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).

MY 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. I was responsible for various scripted functionality across 3 levels and some gameplay systems:

ZOMBIES: VOYAGE OF DESPAIR | Trailer

– implemented cinematic set piece events

– Sentinel Trial activation* (power activation)
– Iceberg Collision intro*

– implemented custom 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

– maintained common gameplay systems

– fast travel

* partial implementation


ZOMBIES: DEAD OF THE NIGHT (DLC) | Trailer

– implemented cinematic set piece events

– Sentinel Trial activation* (power activation)

– maintained common quests

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

– maintained common gameplay systems

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

– maintained custom gameplay systems

– Fire Gate & Laboratory Electricity traps

– implemented custom gameplay systems

– spawning and cleanup for Werewolves and Nosferatu (vampires)

* partial implementation


ZOMBIES: ANCIENT EVIL (DLC) | Trailer

– implemented character dialogue events
– maintained common quests

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

– maintained common gameplay systems

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

– maintained custom gameplay systems

– Boiling Bath & Venom Spray traps

– implemented custom gameplay systems

– spawning and cleanup for Gegenees (six-armed giants) and Spartoi (skeletons)


Common Gameplay Systems in ZOMBIES

– maintained global functionality of fast travel system
– refactored Sentinel Trial activation into power system


I was also responsible for various scripted functionality in other content:

2 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