The view from a Jackal fighter's cockpit during a space battle above Earth

Projects05 of 06

Call of Duty: Infinite Warfare

Infinity Ward's solar-system-spanning Call of Duty, plus its Zombies maps.

Role
Game Designer
Studio
Infinity Ward
Year
2016
Platforms
PlayStation 4, Xbox One, PC
Engine
IW 7.0

My pitch

Operation Dark Quarry

I pitched the rogue asteroid mission, oversaw its team and did heavy scripting on every part of it.

Read my role

Call of Duty: Infinite Warfare is a first-person shooter developed by Infinity Ward and published by Activision. It released on November 4, 2016 for PlayStation 4, Xbox One and Windows. The campaign moves the series into space, with missions across the solar system and Jackal starfighter dogfights alongside traditional boots-on-the-ground combat. The game also included the Zombies mode Zombies in Spaceland. Further Zombies maps arrived as DLC, including Shaolin Shuffle, a 1970s New York chapter in the Continuum map pack, released in April 2017.

My role

Operation Dark Quarry: my pitch

My biggest win on Infinite Warfare was Operation Dark Quarry, the rogue asteroid mission. I pitched it, and the mission came mostly from my own ideas. I oversaw its team and did heavy scripting on every part of it.

The opening missions

I worked on the campaign’s first four missions, planning missions, combats and moments, then scripting that gameplay in a non-visual scripting language from first prototype to shipping on disc.

  • Black Sky (Geneva): I built a big part of the mission.
  • Operation Port Armor (the Moon): I built a big part of the mission, and hid my initials in a video in it.
  • Operation Burn Water (Titan): I built the walk alongside the giant robot, and the sequence inside the building as the ships fly by.

Zombies

  • Shaolin Shuffle: I was in charge of the main Easter egg. Its puzzles required players to know Morse code and Mandarin, among other challenges. I also added a bonus Easter egg with my name on it: the “David Savage Billionaire Quest.”
  • Rave in the Redwoods: I built the skeleton attacks and some of the encounter work.

Challenges

TODO: A hard design or scripting problem from one of these missions and how you solved it.

Results

TODO: Add any results you’d like to highlight.

Video

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