Call of Duty Black Ops 7 Zombies - Totenreich
Technical Designer
Totenreich is a map that takes place in an alternate timeline where the Nazis defeated the USA by dropping an Atom Bomb on NYC before the Manhattan Project had completed its research. This Scandinavian fishing village, Loftofen, was seized by the Nazis and turned into a war forge where the iconic Nazi Robots from the Black Ops 2/3 map Origins were being created along with other weapons of war. Players must gear up and repair one of these robots so they can fight the Shadow Smith, a giant ice viking, and continue on their quest to kill The Warden.
This time around I worked with a team of 3 other technical designers, a level designer, and our director to put this map together from paper concepts to final product in just under 12 months. This time around we had much more work to do than previously and my first major task was many rounds of paper designs for the Main Quest and then the first pass implementation off these quests. Now that I had been on the team for just over a year I was able to hold much more ownership across the board. Also due to the amount of content that was being put out by my studio across WarZone and Zombies I would often meet with other teams independently to catch them up on features/quests that had changed since their last pass to make sure they knew what had changed. I also used this as an opportunity to get their input on what they felt could be cut, what was necessary, and if they had any feedback on how we can deliver the best product possible.
To date this is the project I am most proud of due to how much my team worked to put in as much as we could while making sure everything in it served to deliver a better experience. The first month of me on project was spent researching Nazi and Viking history to try blend the hard science of a war foundry with the mystical lingering spirits/culture of the town that wanted to fight back. Very often in meetings I would be able to just talk about these topics to help give inspiration to designs we were stuck on or how to set dress POIs. Since its release it has quickly become a fan favorite with many fans saying its the best map since Black Ops 3 a decade ago which has been a fulfilling feeling across the board.
GSC (Proprietary Scripting Language)
Radiant
Autodesk Maya
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Partake in brainstorms and giving input for revisions
Use the Narrative Document provided by Treyarch to get the most out of the POI to and make it stand out from anything similar previously used in the Zombies game type
Work with Audio, Tech Art, VFX, Animation, and Lighting to create a complete experience
Create and update Design Documents to help QA test the features
Show call any features I had designed to its upmost potential
Save/Load using bit flags when needed to restore states for any quests I held ownership on
Dialog for any of the features that I held ownership over.
Partake in weekly playtests to help refine the quest lines and core feature placement as a whole
Directed mode first pass for everything besides the boss
Directed mode specific changes for the Robot Missile and Laser Quests while other team members moved off the project
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Early on in the project I was tasked with doing paper design and first pass implementation. This was the first time I got the opportunity to sit down and just design based off a single goal of “fix the robot for the final boss”. It was a fun experience and built my confidence with just writing ideas and having to pitch them. It was personally fulfilling since as a child I used to watch many Nazi and Viking documentaries with my father when he was off work. So I got to bring up the Die Glocke that filled my mind with wonder as a child and it quickly became a killstreak that the robot would fire off called the Glocke-Drop.
Wrote out multiple iterations of the Post-WW quest and made the first pass implementation of the 3 individual quests
Many hours spent researching Nazi Science and Viking Documentaries to represent the scientific and mystical side of the map
Repurpose ideas from these steps to help make the WW-Quest feel more complete and follow an internal logic we as a team tried to uphold
Find ways to fit in Nazi history and Viking culture into the map through props, quest steps, and larger features
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This is the first quest to repair the robot after collecting the Wonder Weapon. The player must use a cargo manifest to find an AA shell to then use an AA Gun on the Lighthouse. They then firing it into a broken robot head in the spawn in order to get a transmitter to install in the robot we are repairing. This leads the player to tune a nearby radio tower to get the robots missile systems back online. The values for the radio tower are hidden with blinking lights in the robots head since every zombies map needs a code to be broken.
Hold ownership of the entire quest from first prototype to release
Dig into feedback from parent company in reviews/showcase and with players in weekly playtests
Work with Audio team extensively for the radio tuning step
Obfuscation of steps like the blinking lights
Originally we wanted to use morse code but it required a lot more work than we expected so we simplified it to the blinking lights
When a major step cut i helped come up with a replacement step on a short deadline
Video: https://youtu.be/t4nfWhaLiDs?t=453 (7:33 - 12:17)
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This quest is the follow up to the Missile step and the part I worked on the most was the final step where the player must carry a charged battery pack from spawn to the robot on the other side of the map. Since our boss fight had so many unique mechanics we wanted to introduce them to the player in earlier quests when possible and in this quest we introduced the Ice Walls. This mechanic would block the players path after emerging. However if a player is above one as its emerging they will take damage and be knocked back.
First pass implementation
Held ownership of final step to deliver the Atomkraft Cell to the Bridge
Maintain any iteration and bugs while the other TD that worked on this quest got held up working on other features/EEs
Worked with another TD to implement Ice Walls systemically so we would not have to manage 2 versions of them for the MQ and Boss Fight separately
Initial ideas for Irradiated Ravager and using the RCXD and a stunt jump to open the hidden lab
Video: https://youtu.be/t4nfWhaLiDs?t=1590 (26:30 - 27:50)
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Every good game needs fishing and I’m proud to say I designed and implemented it for this map! Since this took place in a fishing village it was an easy fit. However we were on a tight budget and wanted it to stay simple. So with a single button the player is able to cast out/reel-in as needed. We ended up using this as a way to replace the Dark Aether Crystals that would give “filler loot” to players while resetting every round and upgrading loot pools as game states updated.
A creative solution using the narrative of the maps location to replace the Dark Aether Crystals that my team agreed takes away from the art direction
Multiple rounds of iteration on how to make it a rewarding map feature that could punish players who were not attentive
Adjust loot pool as the quest line progressed to upgrade general loot
At rounds 15 and 30 increase the total amount of loot fished up to keep it rewarding as the rounds progressed
Allow for forced catches for quest specific steps
How could I pass up on the chance to allow players to catch cod fish in CoD
Based on quest flags make it more likely to fish it up specific killstreaks that gate progression so players don't have to grind salvage or get good RNG to complete the step
Work with Animation and my solutions to some with lerping when animation had to move onto another project
Extensive Audio work to make sure everything synced up
Got away with calling it “Olaf’s COD Cranker”, can’t pass up on a dumb bit that makes me laugh!
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For this map we needed a trap that has a secondary feature to help keep the players warm during out blizzard rounds. Through much playtesting we were able to continually buff the secondary activation to have multiple little buffs that made it serve a purpose outside of just frost rounds.
To my knowledge the first trap in CoD Zombies to have 2 functions on the same trap!
The primary activation caused flames to fly out in 3 directions instantly killing base zombies, while dealing heavy damage to special zombies and eventually stunning them.
The secondary activation was more passive and created a ring of fire where players inside would gain the following
Warmth from the blizzard rounds allowing for full use of movement
Temporarily gain the Napalm Burst ammo mod to allow for crowd control
Charge the Wonder Weapon for its Alt Fire ability
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This easter egg started as an inside joke between the level designer and myself. The Sopranos is one of my favorite series and he had just wrapped up the second season while we were brainstorming potential EEs. I wanted to make something to make players laugh using a Billy Big Mouth Bass due to its absurd use in The Sopranos. Over time it evolved into a fun way to give T.E.D.D. (a long running zombies mascot of sorts) a bonus bit of content in this map, enabling him to spew out fish based puns and jokes while being a unique trap to reward players.
A comedic Easter Egg that started as a Sopranos reference and through many iterations evolved into an instant fan favorite.
Using a hidden Mechanical Fish and a T.E.D.D. Machine Voice Module players can craft this trap that when activated
The fish begins to sing a song
Attracts in all nearby zombies
After a few seconds causes an explosion Brain Rotting up to 10 zombies allowing them to kill up to 2 other zombies
The CoD Engine does not allow for animation blending so I had to manually script out solutions to loop the 2 animations we had
Video: https://youtu.be/V50jQOgPlCo?t=242 ( 4:02 - 5:30)