Philipp Geyer

jump to main content

Call of Duty: Black Ops Zombies

Photo by cottonbro from Pexels

As with the earlier game I worked on, Lara Croft and the Guardian of Light, we were working to recreate a console and PC title on mobile. The studio had previously already worked on Call of Duty: World at War Zombies, so we begun with that project as a start.

Given the amount of UI work that I had done on previous projects, I requested to work on other things as well. As such, I had a bit more experience on this game, working with all the different systems. This included writing a lot more set piece scenarios, as well as implementing fast lookup systems for interactables on the large maps.

Regarding UI, one of the reasons that I managed to do so little, despite being the developer with the most UI implementation experience, and having the closest working relationship with the UI artists, was that I had discovered a project called gameswf. I spent two weeks integrating it with our in house rendering and asset management systems, and then provided support throughout the rest of the project for actionscript bugs, as well as optimising the rendering by, for example, replacing the internal font rendering with hooks into our own optimised bitmap font rendering systems. Overall, this allowed the artists far more flexibility to create dynamic menu systems, and allowed me to work on other game features.

Photo by Mario Wallner from Pexels