Into the Deep
The player and Keegan venture underwater to take down the ATLAS class destroyer defending the Federation factory. This level featured underwater combat, which was a first for the Call of Duty series
I designed and scripted this level from start to finish. I also designed the underwater combat system for both the player and the AI. This system was later repurposed for the Zero-G combat in the space missions.
No Man's Land
The player and Hesh head into “No Man’s Land” to meet up with the Ghosts. This level featured Riley, the dog, as a unique gameplay and narrative element.
I designed and scripted this level from start to finish. I also designed the gameplay and AI system for Riley. This system would go on to be used in other levels that featured Riley. (Brave New World, Struck Down, Homecoming)
Prologue / Ghost Stories
The bombastic opening of the game puts the player in the middle of an ODIN strike that causes the ground to break apart as the player runs for survival.
I designed and scripted the system to animate the chunks of the world that fall apart.
Towards the end of the project, I polished the on-foot sections of the level.
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