| NICK.MOHILCHOCK Designer | |||||||||||
| Call of Duty 2: B.R.O. - Last Updated: April 27th, 2009 Checksum... OK | |||||||||||
After Call of Duty: United Offensive, Activision decided that the franchise would be better received on consoles. The problem with this was Gray Matter Studios had no console experience, nor the technology or resources to accomplish the task by itself. Since Activision owned the studio, it was decided that the team would merge with Treyarch. Treyarch is an internal team which was working on a number of titles that included Ultimate Spider-Man, Spider-Man 3, and Dead Rush (which was subsequently canceled, and the team responsible for it's development would partner with Gray Matter to create console versions of Call of Duty). We spared no time in laying the ground work for developing Call of Duty on multiple console platforms - Microsoft's Xbox, The Sony PS2, and Nintendo's Gamecube. Call of Duty 2: Big Red One, was a game based on the exploits of the first infantry division. My responsibilities during the project were to collaborate and design the beginning missions of the game - the North African campaign. I designed the levels Kasserine, Tunisia, and co-authored the design for Kasserine Pass. I also created the multiplayer version of Kasserine - MP_Kasserine- which was modified to convey the night-time aftermath following the single-player campaign.
I managed to earn an additional scripting credit during the development of this game. One of the designers responsible for scripting the battles needed to take an extended leave of absence to receive treatment for a serious illness. I stepped in and helped script the events to keep the mission from getting cut. It was my first time learning how to script using a variant of C#, and is one of the accomplishments I am most proud of. Back to top | |||||||||||
| Website contents © 2009 Nikolai Mohilchock | |||||||||||