I worked at Infinity Ward for a year and 9 months, and during my time at IW, I have been working as both a gameplay scripter and a level designer. Some of my responsibilities are as described: 

GAMEPLAYER SCRIPTER 
I worked as a  gameplay scripter for one yet to be released coop mission and my non-NDA breaking contributions are as follows:

- Tuning AI behavior based on high level design principles. 
- Combat encounter design 
- Programming a new gameplay system 
- Creating animation behavior tree and adding animation logics for the special requirement of the level. 
- Temp UI / animation pass for previz. 


LEVEL DESIGNER
For the main campaign I served as a level designer for the following missions: 
COUNTDOWN: 
- I created the level design for the entire mission with various types of engagement: CQB, long-range, sandboxy open space, and more. It went through several iteration throughout the course of a year. The CQB combat (server room fight) I designed was highly rated in playtests. 
- I set created the previsualization of the mission. From lighting to texturing I created the initial look of the level for other departments to continue with.
WETWORK: 
- I worked on the previz of this mission blocking out based on collected reference of Amsterdam to create a believable space from all the small details yet readable and playable.
- My another focus is to make sure the gameplay space feels realistic yet works for gameplay purpose. 

ALONE:​​​​​​​
- I polished the collision and set dressed the level with props at the end of development cycle and squashed many bugs in the level to ensure it shipped on time. 
The launch trailer 
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