Call of Duty: Infinite Warfare

My Role

Title: Game Designer (Scripter)
I worked as a scripter on the Singleplayer Design Team, for the full 3-year duration of the project.


In 2014 I joined Infinity Ward as a Game Designer / Scripter and helped make Call of Duty: Infinite Warfare!

I worked on the Singleplayer design team. My role included:

  • Scripting in GSC, a proprietary language similar to C#.
  • Iterating gameplay features from prototype to ship.
  • Writing core low-level script systems.
  • Scripting space combat side-missions for the Jackal.
  • Scripting on-ground combat sequences.
  • Getting up from my desk! Collaborating with engineers and artists in-person!

Below are a few of my contributions to the game:

Door Peek

Door Peek

A goal for CoD:IW was to create seamless levels in a believable sci-fi universe. Turns out, this involves a lot of airlocks and bulkhead doors! Partway through development, the campaign had many doors with non-interactive animations.

In response, I pitched and prototyped "door peek", a feature designed to inject interactivity into these moments.

When the player interacts with a peek door, they lerp into position, gun at the ready, and crack the door open. With the left stick, they can peek the door open, and are free to fire their weapon, toss grenades, retreat from the door, or kick open the door. Some doors have enemies behind them, others don't! Some peeks seamlessly lead into an animatic, with allies CQB'ing through the door in front of the player.

I took door peek from prototype to final product in script. Getting it ship-able was a collaboration between myself and Mark Deridder from the animation team.

Jackal Strike Missions

Jackal Strike Missions

The Infinite Warfare campaign features an Ops-Map with optional side-missions. Late in production, we were running pretty low on content for the Ops-Map, and especially low on Jackal space-combat gameplay. It was clear some extra work needed to be done.

Myself, one level designer, and the Jackal mechanics lead pitched "Jackal Strike" missions. These would give the Jackal much-needed screen-time, and give players more optional content to dig in to.

In the end we shipped 5 Jackal Strike missions, and I did nearly all the scripting for them. I pulled enemy types from mainline missions and converted mission-specific script into re-usable mechanics. I also made a modular objective system that creates a check-list of tasks for the player to complete in any order before the mission wraps up. This meant that all 5 missions shared most of their script, making bug-fixing and polish possible in a short time-frame.

Hacking Device

Hacking Device

The hacking device lets players turn a combat encounter on its head, and get the jump on enemies from behind. If you load-out with the hacking device, enemy robots become a strategic tool to make use of.

This is a feature I inherited in a prototyped state, and took to final quality in script.

Antigrav Grenade

Antigrav Grenade

This grenade creates a pool of zero-gravity, disorienting enemies and raising them up from behind cover. The game's fiction includes artificial gravity generators, so this grenade is the opposite kind of device, launching out gravity neutralizing devices in a ring.

I like this grenade because it's both a combat trick, and a traversal tool to access high-up parts of the map.

This is a feature I prototyped and took to a semi-final state. The grenade cannot create anti-grav through walls or ceilings, so I made a script that traces out from center and determines how many small "pools" of antigrav to make, and a VFX treatment makes it appear as a ring of blue smoke and light.