SHG WEBSITE

MAY 2016 TO PRESENT

Sledgehammer Games

Multiplayer Systems Designer

Call of Duty: WWII

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.

SHIPPED


ADDITIONAL INFO


COD WWII RELEASED:NOVEMBER 3, 2017


TECH USED:

- GSC (C-STYLE SCRIPTING)
- C++ (VISUAL STUDIO)
- LUA (UI IMPLEMENTATION)
- RADIANT (3D LEVEL EDITOR)
- GAME STUDIO (DATA EDITOR)
- EXCEL (DATA ANALYSIS)

?Big thanks to @opticgaming for coming out to play #CODWWII with us at #E32017!?

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IN-DEPTH EXPERIENCE


My contributions to Call of Duty: WWII's Multiplayer include:

  • Led design and implementation of new loadout system (Divisions) from concept to completion
  • Developed initial pitch for Divisions and convinced stakeholders
  • Rapidly iterated on Divisions prototypes until "fun" was found
  • Created E3 Demo while feature was still in-development
  • Retuned & adjusted Divisions based on Public Beta feedback
  • Proposed adding new Divisions post-launch and handled development after approval
  • Drove Live Ops overhaul of Divisions to rebalance & refresh core gameplay
  • Largest mid-cycle systemic change in Call of Duty franchise history
  • Created proposal for overhaul from loadout stats, player feedback & post-mortem reflection
  • Implemented majority of overhaul & reacted to internal playtest feedback
  • Responsible for player respawning system
  • Designed & implemented spawn algorithms
  • Handled placement of spawn points on all maps/modes
  • Statistically has the best results of any Call of Duty Spawning System
  • Represented MP Team at Press & Community Events and Esports Tournaments
  • PlayStation.Blog Interview on Divisions system prior to release
  • Interview with Canada's National Post at Launch Event in Toronto
  • 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.

Infantry

  1. Fourth Primary Attachment
  2. Second Pistol Attachment & swap weapons faster
  3. While aiming down sights, have less idle sway
  4. Move faster while aiming
Airborne

  1. Fire guns while sprinting & diving
  2. Reload while sprinting
  3. Climb over obstacles faster & no damage from falling
  4. Sprint faster over time
Armored

  1. Take significantly less explosive & fire damage
  2. Immune to Shell Shock and Tactical Equipment
  3. Increased bullet penetration through surfaces
  4. Greatly reduced flinch when shot
Mountain

  1. Invisible to enemy Recon Aircraft & controlled streaks
  2. Killed enemy death locations hidden
  3. No name or reticle change when enemies aim at you
  4. Silent movement
Expeditionary

  1. Double Lethal + Tactical & enhanced equipment use
  2. Munitions replenish from killed enemies & over time
  3. Improved Tacticals & Easier to destroy War buildables
  4. Equipment damage paints enemies on mini-map
Resistance

  1. Mini-map indicator & scrambler of close hostiles
  2. Enemy movements are easier to hear
  3. Kills & assists grant Intel Ping of nearby enemies
  4. Easier to spot targets & increased mini-map coverage

itbmac

Since: 2007

MacKenzie Bates

Since: 1993