Work / Black Ops Cold War
Call of Duty

Black Ops Cold War

Studio Raven Software Year 2020 Campaign + Tool

Level design and scripting across two campaign missions, plus the pipeline tool that kept the title's maps building through a mid-project engine change.

Mission 01

Operation Chaos

A cinematic aerial ambush. A helicopter insertion drops into a desert trailer park and motel, then hands off from mounted gunfire into on-foot combat. I owned it end to end — level design, scripting, and the cross-department coordination that sold the entry.

▸ No-commentary playthrough
Design · Scripting · Cinematics
Held the player in camera control through the ride-in, hand-tuning view limits and vision sets so the shift from mounted heli to on-foot stayed kinetic, not a hard cut.
Hand-scripted the heli pathing and cinematic crash, and designed all combat in the level.
Kitbashed existing animation for the motel interiors to keep the mission resource-light.
Dev note

It began as a clandestine convoy assault on a VIP in Pakistan. When the story pulled enemies onto US soil mid-project, we rebuilt it as the desert trailer park and motel — same aerial-ambush core, new setting.

Mission 02

Ashes to Ashes

A late-development branch built to give the player agency over the story — the choice to rejoin Perseus after learning the CIA had brainwashed you into being an agent. I owned the gameplay beats, the cinematic moments, and all the scripting.

▸ No-commentary playthrough
Design · Scripting · Systems
Established and prototyped each gameplay beat, and scripted the cameras and cinematic sequencing that stood as proof of concept for the opening.
Built the system logic for the "tappy" input sequences that advance or regress based on how cleanly the player hits the prompt.
Rebuilt cinematic scripting lost in the engine transition, and coordinated with external partner Beenox to complete environment art and ship the level.
The shot

The mission's signature shot rides a bullet into each named ally as it dies. I kept a constant read on ally health and, on every incoming round, precalculated whether it would land and whether the damage was lethal. On a confirmed kill shot I spawned a model bullet linked to the real one, dropped the game's timescale, and mounted the camera to the model bullet to carry it into the target.

Featured tool Tool

MapTranslator

Mid-project, Cold War moved off Infinity Ward's engine onto Treyarch's, and the ported .map files broke Radiant across the board. I traced the crashes in Visual Studio, found the damage could be repaired by hand, then built a tool to do it at scale.

C# · C++ · Regex · Perforce
Rebuilt every hand-fix as a regex rule behind a GUI: C# ran the passes over the .map files, C++ handled Perforce — checking existing files out for edit and adding new ones.
Walked each level recursively from the top to resolve every .map in its dependency tree, so a whole level got fixed in one pass.
Batch-fixed and restored building on thousands of maps, bringing several production levels back online.
The discovery

A .map is just text at the end of the day. Attaching to Radiant to catch its crashes showed most of the breakage came down to brackets and stray entity blocks, missing P4User info, no GUI's etc — fixable by rewriting the file itself. Ideally the editor should handle this. However this is one of those rare opportunities where I was able to flex into a new set of skills while engineering was busy fighting fires in other areas and contribute well outside expecations for mission design.

Across the title

Beyond my own missions

Guide

Helped guide a junior designer who joined during Operation Chaos's production.

Unreleased · Prototype
Cut content Prototype

Tet Offensive

A quasi-open-world mission set in Hue City during the Tet Offensive. As an operative sent to rally scattered US and ARVN forces, the player works out of the MACV compound as a hub — galvanizing the defenders through objectives across the city, then leading an assault on the Imperial City Citadel where an enemy agent is embedded with the NVA.

Scripted a city of NPC quest-givers handing out objectives and pointing to things worth finding.
Built branching quest resolutions that decided each quest-giver's fate — and whether they'd lend their strength to the final Citadel assault, which the player launches once they judge their force strong enough.
◆ Cut for cost — the setting needed a large amount of unique art with no sister multiplayer map to share the load. The concept was later reborn in Black Ops 6 as Hunting Season.