Work / Black Ops Cold War
Call of Duty

Black Ops Cold War

Studio Raven Software Year 2020 Campaign + Tools

Scripter and level designer across campaign missions and the mid-project engine migration. Three missions and a pipeline tool — from a stealthy open-world hub to an alternate ending built around a bullet-cam flourish.

Mission 01

Operation Chaos

▸ No-commentary playthrough
Scripting · Level design
Owned scripting and level design for the Operation Chaos side mission end to end.
Mentored a junior designer through the mission's development.
Mission 02

Ashes to Ashes

▸ No-commentary playthrough
Scripting · Cinematics
Built the alternate defect ending, where the player turns on their former allies.
Scripted the dramatic bullet-camera eliminations that punctuate each betrayal.
Unreleased · Prototype
Cut content Unreleased

Tet Offensive — Hue City

Scripter and level designer on a cut mission using the MACV compound in Hue City as an open-world hub for sorties into the war-torn night city — building resources before a final offensive into the historic temples, chasing leads on Perseus.

No public footage — presented as a written case study.
Pipeline tool
C#
MapTranslator
Design · C# · Regex

When Cold War swapped from Treyarch's engine to Infinity Ward's mid-project, thousands of .map files broke — formatted wrong or referencing entities that no longer existed. I designed a C# GUI tool with custom regex logic that recursively tore down and rewrote every map file, resolved the broken references, and checked them cleanly into the new depot — recursing through maps that referenced other maps. It kept the team shipping levels without losing the old-engine work.

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