Call of Duty Black Ops 6 Zombies - Shattered Veil
Technical Designer
Shattered Veil is a map that takes place at Dr Richtofens mansion in the 1990s where players are trying to find and interrogate Richtofen. Beneath the mansion there is a secret Project Janus laboratory that was running experiments with Dark Aether which was lead by Dr Richtofen. When the players meet Richtofen he is trapped inside a pairing and instructs them to uncover the secrets of the previous owners who were all men of power that dabbled in unethical life and misused the Occult to their benefit. Players must capture the souls of 3 previous owners to free Richtofen and uncover the mysteries and ties between the mansion, Dark Aether, and Project Janus.
I worked with a team of 2 other Technical Designers, a single level designer and our director to make this maps quest line and core features in about 10 months. It was my first time working on anything in the CoD engine and as a long time Zombies fan it was an a rewarding experience. Previous games I worked on were always indie games from existing franchisees and the swap to AAA was fun and kept me engaged. With a well defined timeline for goals I grew as a designer by learning when to cut an idea and when to reach out to help better defined what the actual design issue was while minimizing refactors.
Proprietary Scripting Language
Radiant
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Prototype and hold ownership of a light reflection puzzle with 2 moveable mirrors that are hidden around the map
Refine the encounter zombies by round count and make the Ghouls that you revive reset back to their petrified state upon failure
Make full use of the Aether Worm statue in the center of the room to show progress and be memorable to players
Keep documentation up to date and communicate with multiple teams and production to keep milestone goals on track
Video of the quest: youtu.be/3yfg7wYZR5Q?t=661
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Prototype and hold ownership through many revisions for a quest where the player must use Elite Zombies behavior to raise 3 rock monuments before starting a final defend the point holdout
Work with the director when undergoing a large itteration that allowed us to use Elite Zombies from other maps to help make the step stand out
Keep documentation up to date and commuincate with multiple teams and production to keep milestone goals on track
Video of the quest: www.youtube.com/watch?v=RjjK8PBoJm4
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Create a puzzle using a note that players can print out with a code word and a childrens chalkboard with grouped letters in it to hide a code to open an air lock that holds a quest zombie inside.
Enable that save/load would always restore the same values to both the code and the cypher
Work with 2D Art and Tech Art to sell all the effects and make key props/items stand out while still blending in to the environment
Video of the quest: youtu.be/3yfg7wYZR5Q?t=112
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Take the prototype and update it as assets came in for it
Fixing edge cases and general bug fixing as they arose
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Work with Dialogue team for all the quests I made to give context and later implement any VO work
Partake in weekly playtests to help refine the quest lines and core feature placement as a whole
Partake in brainstorms and giving input for revisions
Save/Load for quest steps