Call of Duty: Modern Warfare 3
Game Designer working on Modern Warfare Zombies, an open-world zombies extraction shooter with up to 24 players. Responsible for:
- Design & implementation of 2 contracts and 2 activities
- Placement of modular content across a large, open-world map
- Coordinating across studios for shared Stronghold content
Activities & Contracts
I designed and implemented two activities and two contracts in Modern Warfare 3. This content was modularly designed to be placed throughout the Urzikstan big map, with randomized locations of varying difficulty spawning each game.
I designed and implemented the Aether Nest activity, where buildings are overgrown with fleshy, organic infestation and toxic gas which must be purged by destroying all the cysts inside. As each location required detailed setdressing, I systemitized placements by populating reusable building prefabs with toggleable setdressing, to make placing over 30 locations easier.
I designed and implemented the Deliver Cargo contract, which builds off the similar contract from Modern Warfare 2's DMZ. In this contract, players are tasked with driving a vehicle with precious cargo to an exfil point. New to MWZ, I spawned in zombies to serve as moving obstacles and constant pursuers, and worked with level design to populate the gas stations across the map with functional garage doors and human AI protection.
Strongholds
Strongholds are locked buildings with high-tier loot and strong enemies. I designed and implemented the Zombie Strongholds, which were filled with special zombies and large Aether Nests, and prototyped the initial Mercenary Strongholds. When our partner studio came onboard to further develop Human AI in the mode, I onboarded them onto Mercenary Strongholds with meetings, videos, and detailed documentation, and remained our studio's point of contact in working with them to define shared Stronghold placements throughout the map.