Game Designer
Call of Duty: Black Ops 6
Associate Game Designer
Company
Treyarch
Tenure
Sep 2023 - Present
Tools Used
-
Proprietary C-Based Scripting Language
-
GSC, GDT
-
-
Radiant Game Engine
-
Perforce
-
Photoshop
-
Jira and Confluence
Overview
After my internship at Treyarch, I was allowed to take ownership of an AI type known as the Amalgam. Shortly thereafter, I became a primary design point of contact for the majority of the zombie AI types. In this role, I collaborated closely with various disciplines to ensure that the Zombies were both challenging and engaging for players.
Although the responsibility was significant, with the guidance and support of the talented team, I was able to make substantial contributions to the majority of the Zombie AI types. This effort resulted in the creation of a diverse library of AI, blending new concepts with innovative twists on familiar designs.
My Role & Ownerships
Worked on the entire library of AI listed Below
Since AI touches all aspects of the RBZ Game Mode I was able to aid in the development of most if not all combat sequences in BO6 Zombies
Examples
Nathan Fight From Terminus
Contribution Highlights
-
Help tune the encounter to align with narrative and gameplay objectives
-
Difficulty Tuning
-
Conducted iterative adjustments to strike the right balance of challenge, threat, and player engagement.
-
Key Takeaway
-
By fine-tuning this fight, I deepened my understanding of how to properly adjust the difficulty to achieve design intent while maintaining a satisfying player experience.