Currently, I am working on Sledgehammer Games' multiplayer team as a Systems Design Engineer (part of the design team).
I design and own systems/mechanics from concept to completion.
On a daily basis I bounce between crafting multiplayer gameplay with a C-style scripting language, coordinating efforts across disciplines,
writing design docs, analyzing playtest data, modifying elements of maps in our 3D level editor and occasionally diving into C++ and getting our game engine to behave as needed.
COD WWII RELEASED:NOVEMBER 3, 2017
- GSC (C-STYLE SCRIPTING)- C++ (VISUAL STUDIO)- LUA (UI IMPLEMENTATION)- RADIANT (3D LEVEL EDITOR)- GAME STUDIO (DATA EDITOR)- EXCEL (DATA ANALYSIS)
Successfully pitched 1v1 Pit and Scorestreak Training features of HQ social space
Developed franchise-first features which were well-received by fans & press
Implemented fan-favorite modes as part of Live Ops: Gun Game, etc.
Contributed to: Esports/Ranked Play, scorestreaks, equipment/weapons, UI implementation
POST-LAUNCH OVERHAUL OF DIVISIONS (APRIL 6, 2018)
LAUNCH DAY EXPLANATION OF DIVISIONS (NOV. 2, 2017)
DESIGN INTENT BEHIND DIVISIONS
Divisions fundamentally redefines how players invest in their Multiplayer career.
Reimagining the traditional Call of Duty create-a-class system, players choose from six iconic World War II divisions each with a specific playstyle focus.
This streamlined approach to Multiplayer gives players the ability to reinforce their individual playstyles while dominating the enemy in the world's greatest conflict.
Fourth Primary Attachment
Second Pistol Attachment & swap weapons faster
While aiming down sights, have less idle sway
Move faster while aiming
Fire guns while sprinting & diving
Reload while sprinting
Climb over obstacles faster & no damage from falling
Sprint faster over time
Take significantly less explosive & fire damage
Immune to Shell Shock and Tactical Equipment
Increased bullet penetration through surfaces
Greatly reduced flinch when shot
Invisible to enemy Recon Aircraft & controlled streaks
Killed enemy death locations hidden
No name or reticle change when enemies aim at you
Double Lethal + Tactical & enhanced equipment use
Munitions replenish from killed enemies & over time
Improved Tacticals & Easier to destroy War buildables
Equipment damage paints enemies on mini-map
Mini-map indicator & scrambler of close hostiles
Enemy movements are easier to hear
Kills & assists grant Intel Ping of nearby enemies
Easier to spot targets & increased mini-map coverage