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Call of Duty: Modern Warfare

Take on the role of lethal Tier One operators in a heart-racing saga that will affect the global balance of power.

One narrative connects Campaign, Multiplayer, and Special Ops. Cross play brings players and the community together. Free maps and modes arrive on all platforms at the same time. The new game engine enables the most photo realistic environments ever seen in this franchise. And Modern Warfare delivers the largest technical leap in Call of Duty history.

My work on Call of Duty: Modern Warfare started in tools development, where I created an asset-management tool that gave a top-down, numerical look at asset usage in any given map (and across the game).  For instance, it showed exactly how many times a model was being used, where it was being used, whether it was being placed as a static model or destructible, what materials it had, what images it referenced, etc.  This gave the artists and designers tons of power and insight into where we were wasting performance and/or memory when it came time to debug such things.

After that, I worked primarily in the levels, helping to fix visual bugs regarding the renderer, performance, animations, physics, and lighting.  I also scripted several systems to help clean off-screen assets that were left behind as the player progressed to help make more room in memory.  

My Tasks

  • Worked primarily in two campaign levels - Hunting Party and Old Comrades - with the teams at High Moon Studios.

  • Created tools and libraries to show top-down asset usage information among maps and across the game at large.

  • Helped to vastly improve the existing asset database libraries to make for faster parsing times and more object-oriented results.

  • Utilized these libraries to create automated e-mail reports that tracked various changes in maps relating to asset usage and memory that were utilized and sent to leads.

  • Worked with animation to implement scripted vignette moments in our levels.

  • Debugged and developed solutions to various visual problems ranging from rendering to physics to lighting.

  • Monitored and reported changes in performance, and worked across departments to ensure our levels were delivering 60 fps in all moments.

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