Game Modes (incl. "Prop Hunt"), Player Spawning Algorithm
Gameplay Scripting & Programming
Interactive Environments & Systems
Design and technical owner of multiple modes and cross-studio systems
I shipped Black Ops 7 only one year after the previous entry, Black Ops 6 (2024), while still developing post-launch multiplayer game modes, level mechanics, and gameplay systems for Black Ops 6. This was an exercise in speed and precision. If BO6 was about laying foundations, learning, and experimenting, BO7 was about executing at full throttle with no room for error.
Game Modes
Prop Hunt (S1) — Game Design Owner
Holiday Havoc (S1) — Game Design Owner
The Ghouls (S1.5) — Design
S.P.E.C.I.A.L. Mayhem (S1.5) — Design
Safeguard (S2) — Design
Infected (S2.5) — Design
Gauntlet (S2.5) — Design
…and more to be announced!
Game Mode and Player Spawning Setups
For each of the following maps, I set up all 12+ game modes, positioned hundreds of spawn points, and dialed in player spawning systems.
Exposure (Launch)
Imprint (Launch)
Odysseus (S1)
Torment (S2)
Interactive Environments
Programming for moving bullet train map hazard on Express (another train!)
Designed and implemented algorithm for interpolating 3D position and rotation of each train car along authored path
Worked closely with audio designers to script realistic audio for the entire train sequence
Programming for moving inclinator on Imprint
Created a method for attaching objectives, such as Hardpoints or Search & Destroy bombsites, to moving platforms for the Inclinator feature on this map.
Owner of internal system for drag-and-drop dynamic level elements that can be chained
Player Spawning
Part of core cross-studio gameplay domain responsible for improving, maintaining, and implementing our player spawning systems.
Worked with senior game designer to achieve signifact improvements to player spawning.