Call of Duty® Warzone™: Black Ops Cold War
Associate UX Designer
"The next wave is here. A mysterious ship makes its way toward Verdansk’s shores while the city erupts in chaos. "
Large map mode UX & UI development for the complete game life-cycle, including an annualized live-ops season with extensive content offerings. Diversity, equity, inclusion, and accessibility-centered development leader. Please contact me if you'd like to request additional information.
Design Tools: Illustrator, XD, Figma, Photoshop, InDesign, After Effects, Media Encoder, & proprietary tools
Implementation Tools: GSC, LUA, Perforce, Shotgrid, JIRA, & numerous proprietary tools relating to strings, asset management, CSVs, branch stability protection, engine-to-engine porting, UI editing, etc.
Developer Notes
The Black Ops Cold War x Warzone integration involved consistent seasonal updates across both titles to maintain complete parity between the products and to create a seamless player experience.
My work to support the vision of seamless consistency between Call of Duty® Black Ops Cold War and Call of Duty® Warzone™ involved receiving and/or recreating key assets for the new Operators (characters) each season and implementing those assets into the Warzone engine with player-facing polish. Throughout the Black Ops Cold War narrative year, I handled the porting and hookup for over 30 new Operators developed by the Treyarch team while coordinating with studios in both California, USA and Shanghai, China. Implementation of the Operators involved creating various headshot assets based upon 3D renderings, implementing the corresponding narrative data into our existing CSV and asset management structures, creating Operator Mission assets, and revisiting assets to address any live-ops bugs. Towards the end of the Black Ops Cold War live ops season as I moved to a new project, I was responsible for compiling documentation of the many processes involved in the Operators pipeline and training three additional coworkers on how to handle the tasks going forward.
In addition to my work on the Operators pipeline for the Black Ops Cold War x Warzone live ops seasons, I was also responsible for implementing string colorization parity for Store / MTX flavor text. For all new, incoming strings ported into the Warzone engine, I manually re-colorized the strings to match those in the Call of Duty® Black Ops Cold War product Store. While these tasks have less UX flair, they were an important contribution to the team each season and provided key insight into addressing last-minute bugs, live-ops solutions, and the CCS process. Even further, this seasonal responsibility helped me to better understand the nuances of our similar but not-quite-shared engine environment and the importance of engine parity in achieving player-facing parity without burning out developer hours.
Continuing, the first several seasons of Message of the Day assets fell on our UIUX team for hookup and I was responsible for ensuring that the appropriate imagery was received from our marketing team. After receipt of the visual assets, I handled the full hookup pipeline on the in-game side, making all the visual assets available for the marketing team to leverage throughout each season as-needed.
Updating the showcase imagery and swatch iconography for vehicle skins is final touchpoint for my seasonal update work in the Call of Duty® Black Ops Cold War year for Call of Duty® Warzone™. These tasks involved receiving flattened vehicle skin renders and either leveraging those assets or recreating those assets by hand in a format that is sensible for a small square swatch. While some flattened vehicle skin renders lend themselves nicely to a small swatch, most of the vehicle skins needed to be redrawn by hand in order to achieve the desired look/feel in the UI. Moreover, hooking up the vehicle skin showcase (large) icons in the frontend UI took a similar path to the Operator assets. After polishing the assets, I leveraged CSV and asset management structures to create and update the appropriate assets.
Season One
"Prepare for payback.
Welcome to #BlackOpsColdWar Season One. Available on all platforms December 16."
The inaugural season for the Black Ops Cold War year of Warzone kicked off with sixteen brand new operators across two factions, the NATO and the Warsaw factions. The sixteen operators included: Adler (NATO), Baker (NATO), Bulldozer (NATO), Woods (NATO), Park (NATO), Hunter (NATO), Sims (NATO), Song (NATO), Zenya (NATO), Beck (Warsaw), Garcia (Warsaw), Portnova (Warsaw), Powers (Warsaw), Stitch (Warsaw), Stone (Warsaw), and Vargas (Warsaw). The following represent some examples of the player-facing side of my Operators pipeline work. More specifically, I was responsible for hooking up (not creating) all of the narrative information in the Operator Bio and the Operator Intro/Bio bink.
Continuing, I was responsible for creating and implementing the Operator Select headshot image, the Operator Bio black and white headshot image, and the Operator Missions calling card-styled image.
In addition to the Season One operators work, I also handled the Message of the Day asset hookups, the Store / MTX manual string colorization, and vehicle skin 2D selection swatch and showcase iconography creation / implementation.
Season Two
"It's a jungle out there. Let's get a little WILD.
The cavalry arrives in Season Two of #BlackOpsColdWar on February 25."
Season Two for the Black Ops Cold War year of Warzone contained four new operators across the NATO and the Warsaw factions. The four operators included: Maxis (NATO), Rivas (NATO), Wolf (NATO), and Naga (Warsaw).
The following represent some examples of the player-facing side of my Operators pipeline work. More specifically, I was responsible for hooking up (not creating) all of the narrative information in the Operator Bio and the Operator Intro/Bio bink. As well, I was responsible for creating and implementing the Operator Select headshot image, the Operator Bio black and white headshot image, and the Operator Missions calling card-styled image.