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Black Ops (Wii)

In joining Treyarch and the Wii team I was immediately tasked with Creek on my plate, ensuring it was progressable while swapping assets and condensing heavily scripted moments to achieve 30 FPS. The end product kept true to it's Xbox counter part.

Hue City came online shortly. and intially proved to be quite a challenge as the opening event has a lot going on -- FX, vehicles, drones, AI, and animations timed down to the frame. The defend event at the end required refactoring of AI for drones, vehicles for script_models, and adding MagicBullets to meet performance expectations but maintain the feeling of a last stand event.

In Cuba, the level was broken into seperate maps to meet level budget -- the night time escape in the first half of the mission and the Castro day time assassination in the latter half. The daring escape on the airfield at the end of the level required constant cleanup of entities in previous events and balancing the amount of vehicles / AI to effectively use our AI limit on the Wii.

Hue City (Part 1) Gameplay

Hue City (Part 2) Gameplay

Creek Gameplay (Part 1) Gameplay

Creek Gameplay (Part 2) Gameplay

Cuba (Part 1) Gameplay

Cuba (Part 2) Gameplay


Call of Duty: Black Ops© 2010 Activision
Developed by Treyarch

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