Call of Duty: Modern Warfare III
Technical Designer Multiplayer Team
Designed and created the Breacher Drone which is a lethal equipment used in: Multiplayer, Warzone, and Zombies.
Sole-ownership of implementation and design of seasonal game modes: Vortex and Arcade.
Co-created and implemented game modes: One in the Chamber, Gun Game: Team Fight, and Infected.
Sole-ownership of the integration of pre-game/post-game match Cinematic Infils for the multiplayer modes.
Breacher Drone
The breacher drone is the newest lethal equipment, which is quick and self-flying drone with C4 attached to it. It can be deployed early by the player to preemptively prepare for an attack, and upon release it briefly hovers then flies straight forward at the angle of the player’s aim. Upon impact, it explodes dealing damage within a radius, and destroys enemies or equipment within the blast radius.
Sole-ownership from design to implementation of the Breather Drone.
Play-testing and iterating on design integrating team feedback from various teams.
Create custom scripts for functionality.
Velocity, speed, and damage functionality.
Ensure proper blending of deployment animations with flying animations and gameplay.
Kotaku Article
Game Modes
Sole-ownership (Design and implementation)
Co-Created and Implemented
Vortex
This game mode was a spin on the classic Free-For-All game mode with “king of the hill” twist. Players fight over a new wonder weapon, the Ray Gun, (one-hit-kill). The Ray Gun is randomly given to one player at the start of the match, and if the player equipped with the Ray Gun is killed, it will automatically be granted to the player who killed them. If the kill is not credited to anyone, the Ray Gun will spawn in a specific spot around the center of the map. If the weapon is not being held by anyone, its location will appear on the map in the form of a white Ray Gun icon. Kills from both the player's loadout, alongside the Ray Gun will be counted on the scoreboard. The first player to reach 25 points is declared winner.
Scripted all game mode functionality.
Weapon swapping from player’s selected loadout to custom loadout with Ray Gun.
Saving players selected loadout and swapping on death.
Points tracking and scoreboard tracking.
Weapon fine-tuning (recoil, damage, etc.).
Strategically placed each weapon locations in the multiplayer maps: Satan's Quarry, Sporeyard, Tetanus, Airborne, and Skidgrow.
Weapon locations specified through objects containing structures which linked to my script.
Created custom scripts and icons for tracking the Ray Gun status on the mini-map.
Golden-icon for player with Ray gun equipped.
White-icon if Ray Gun is available for pickup.
Game Rant Article
Game Spot Article
Arcade
Arcade was a wrapper for some of our core modes, and as the name suggests, added an “arcade style” element to gameplay. Each map featured power weapons are available to pickup, additionally, players drop powerful buffs (power-ups) which can be picked up by nearby players on death. The power weapon pickups were placed around the map in strategic locations. A white glow marked where the weapon wills pawn from a preset pool on every timer cycle. There were 5 power weapons that would spawn at the weapon pickup locations: MTZ-556, MORS (fires explosive rockets), Riveter (fires explosive rockets), Karambit, and the Minigun. Both the power weapon, and power-up effects only last until the next timer cycle.
Sole-ownership of core functionality and created bespoke scripts:
Created script-driven power-ups: unlimited magazine ammo, or unlimited frag grenades.
Ensured that these power ups did not interfere with Player’s current equipment.
Power weapon pickup placement per-map, and ensured the script handled the VFX, timers, weapon drop, and proper interaction with the player.
Ensured the player’s loadouts were handled properly when interacting with weapons around the map.
Handled power-up (which drop on player death) model, VFX, and pickup interaction.
Script driven banners for weapon pickups and power-ups, and player score events.
Cinematic Infils
These are brief pre-match cinematics that play for each multiplayer match. These small cinematics needed to be set up and blend seamlessly into the gameplay during the pre-match countdown. I created all the script functionality to drive these cinematics alongside other various script components and map alterations needed to realise the infil. I created a script for each infil, and integrated it with the assets provided to me by art and animation. The scripts kicked off the animations and mapped them to the associated objects, NPCs, and the players. I also added any additional functionality required for the cinematic. I modified the multiplayer maps to contain the proper set pieces (vehicles, characters, objects, etc.). Some infils needed only tweaks, however, some were brand new and needed to be built from scratch. For example:
Invasion LTV Infill
Made new vehicle type to accommodate LTV behaviour to have custom functionality (exploding without damage).
Created new scriptable to attach to the new LTV vehicle.
Additionally, the infil required I swap assets seamlessly, since once the game begun there could not be a working vehicle in the map (which would disrupt gameplay).