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Technical Designer

Technical Designer

Technical Designer

Technical Designer

Technical Designer

Technical Designer

Technical Designer

Technical Designer

Call of Duty

Working at Treyarch gave me the privilege of working on the Call of Duty franchise, where I used proprietary tools to optimize user-facing mechanics across several game modes.

Note: Details on this page are limited per my NDA obligations.

Platform

Role

Engine

Technical Designer

COD Engine

PC

Xbox PlayStation

XP Interactions

One of my main responsibilities at Treyarch was to create, modify, and optimize scripting logic for a myriad of XP interactions (e.g., capturing an objective). I accomplished this using AAA programming practices within the proprietary COD Engine.

The clips show the player-facing result: a set of XP events firing at the correct moments. Every event required tracing the execution flow across several distinct gameplay systems to identify where the scoring hook needed to live; understanding how each system tracked state, fired events, and resolved a kill, etc., and then integrating a new reward at exactly the right point without disrupting the systems around it. In a codebase this size, the logic of any single reward is trivial; the real problem is locating the one correct integration point. That's the part that doesn't render on screen, so I'm describing it here: a montage of small features, each one proof of navigating and safely extending a large, established AAA codebase.

Direct-Seat Vehicle Entry — Patrol Gun Boat (Black Ops 7)

Footage captured on launch day.

Standard vehicle entry boards the player into a default seat, forcing them to cycle through seats to reach the desired turret. However, that causes friction for players, which is especially costly under fire. I designed and built a system on the Patrol Gun Boat that let players enter directly at a chosen turret, skipping the cycle. The work meant understanding the vehicle's existing seat and occupancy handling well enough to intercept at the entry point and cleanly route the player to a specific seat, without breaking the standard entry path. At launch, to my knowledge, this was the only vehicle in the game with this behavior. Therefore, it wasn't an existing pattern to copy but a new system built against the vehicle framework. The Patrol Gun Boat was later vaulted from the live game for reasons unrelated to this feature; the clip here is from launch day, when it was live. The player-facing result is small, seamless, and feels obvious, which is exactly the kind of smooth action gameplay expected from the world's largest first-person shooter.

A non-exhaustive list of the XP Interactions I worked on

Entry/Exit Optimization on the Patrol Gun Boat. Players can enter and exit turrets without needing to cycle through seats

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