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Call of Duty: Black Ops 6
Game Designer on the Zombies team, responsible for:
  • Design & implementation of Main Quest on Reckoning (season 5.5)
  • Design & implementation of Pack-A-Punch Quest, fast travel, 6 Easter Eggs, and character-focused Side Quest on Citadelle des Morts (season 1.5)
  • Implementation & partial design of the Zombies Training Course
Reckoning
I designed and implemented the Main Quest of Reckoning, the final Zombies map in BO6. The Main Quest is a multi-hour sequence of hidden puzzles and combat encounters that players must solve to uncover narrative beats and reach the Boss Fight. My responsibilities included:
  • Coding unique gameplay mechanics like:
    • Transforming into a particle and moving in an accelerator beam
    • Pseudo-physics for a cart you maneuver under sprinklers to fill
    • Prophunt minigame with custom equipment used to catch runaways
  • Designing a long, non-linear quest that would be fun to replay and optimize
  • Organizing steps and writing guidance for the guided version of the quest
  • Working across departments to perfect the quest's presenation
Check out the Main Quest with guidance from where it begins at the timestamp below, up until the Boss Fight.
Citadelle des Morts
On Citadelle des Morts, I designed and implemented the Pack-A-Punch quest. This is a guided quest players complete to unlock weapon upgrades. For this quest, I worked with animators to create a crankable cannon that rotates both pitch and yaw, and scripted a combat encounter that empowers a variety of skill levels and playstyles.

I also implemented and tuned the Maya's Revenge Side Quest, where a solo player fights their way through a scripted, cinematic experience. I worked with Creative to plan out what the crucial points were for dialogue to play during this quest, and with Cinematics to script a seamless transition from gameplay into the ending IGC.

I was responsible for designing and implementing 6 Easter Eggs on Citadelle. One I loved working on was the Bartending Easter Egg, where a player serves drinks to zombie patrons in Diner Dash fashion. I ensured this minigame could support 1-4 players so it could be played in co-op with friends, and chose to reward a specific perk that wasn't available for purchase on the map to enable that playstyle.

I designed and implemented the Cannon Fasttravel, where players climb into the Lion Cannon and launch back to spawn. I added additional flight paths to increase its utility, and used script to frame the player climbing inside in 3rd person, so players could appeciate the fiction of being cannonballed out.
Training Course
I implmented and partially designed the Zombies Training Course, which teaches new players the basics of how to play the Round Based Zombies mode. I also ported over the Lua-based UI from the Multiplayer Training Course, hooked up VO that guides the player, and wrote text instructions for each step.