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Call of Duty: MWZ

Intern Game Designer

Company

Treyarch

Tenure

May 2023 - Aug 2023

Tools Used

  • Proprietary C-Based Scripting Language

    • GSC, GDT

  • Radiant Game Engine

  • Perforce

  • Photoshop

  • Jira and Confluence

Overview

During my internship in 2023, I had the incredible opportunity to collaborate with the Zombies team on MWZ. While some of my contributions remain under NDA, I can share insights into my experience and the skills I developed during this time.

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I began the internship by familiarizing myself with the team's proprietary tools, dedicating the first month to mastering their functionality and understanding the workflows. Once acclimated, I transitioned to working on AI behavior systems. This included conducting A/B testing on ragdoll physics and designing a test map specifically for evaluating AI performance in larger map scenarios. These initiatives played a role in refining and expanding AI capabilities within MWZ

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My Role

This internship solidified my understanding of game design pipelines, deepened my technical skills, and emphasized the value of collaboration and organization in creating cohesive player experiences.

Was A part of the Intern Chronicles

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​Prototyping & Scripting:
Scripted in-engine using a proprietary C-based scripting language to develop and showcase design prototypes.
Documented the created prototypes, ensuring clarity and ease of understanding for future iterations.

Combat Systems Testing:
Conducted A/B testing of combat loops in large map applications, comparing implementations from Cold War to the in-development MWZ.
Collaborated on refining AI behavior systems, helping to communicate and expand existing functionalities.

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Key Takeaways

  • Emphasis on Documentation:

    • "Documentation, documentation, documentation" – thorough record-keeping is vital for effective communication and development continuity.

  • Celebrate Progress:

    • Recognize small victories ("Find your wins") to maintain motivation and momentum.

  • Tool Mastery:

    • Gained a deep understanding of APE, the proprietary toolset used to develop gameplay systems.

  • Collaboration Best Practices:

    • Take a breath and sync often: Syncing to the Source Control can take time so setting time to sync up properly is very important

    • Debugging and asking questions: Proactively seeking help leads to faster problem resolution and skill growth.

    • Use the correct medium to present findings: Tailoring communication to the audience ensures impact.

  • Studio-Specific Design Sensibilities:

    • Developed insights into how gameplay values and philosophies differ between studios.

  • Organization Skills:

    • Applied effective naming conventions for better project management.

    • Focused on framing and delivering actionable feedback.

  • Ripple Effect Thinking:

    • Learned to consider the broader impact of small design changes on gameplay and systems.​​​

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Example of a Screenshot used to A/B test

Example of Vision Cones Used to Visualize some of the existing behavior systems

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