Work on Call of Duty: Advanced Warfare and subsequent DLCs
In 2013 I began working at High Moon Studios, Activision, as an Intern to support the prop team, but was soon promoted to join the optimization team in early 2014. Our work was done using a proprietary engine based off of Radiant, as well as Maya and other in-house tools. This page shows some pictures of levels I worked on from the release build and short descriptions of what I did.
In addition to the levels pictured, I also did significant work on Riot (MP, art, memory, performance, bugs), Lab2 (MP memory in early stage), DLC Torqued (MP bugs, dynamic event memory) and Three Gorges (MP art, memory, performance, bugs)
My duties primarily consisted of:
- Diagnose and fix framerate issues
- Diagnose and reduce RAM memory use
- Pipeline tool development (MEL and Python, with use of P4 integration, Maya libraries, and PySide)
- Portal PVS building and maintenance
- Handle a variety of JIRA bugs
- Reduce models manually in Maya
Additionally, when first working supporting the prop team, I also made some simple props and foliage which is used in the game, modeled many placeholders, and set up texture animation for certain props that needed it. This included flag/wind animation, animated texture atlases, and tuning special glass or transparent shaders.
When I first started at high moon, I helped the prop team import their props through the engine. I also helped with props that required additional shader features. I created several glass props and helped to set up some of the animated "smart glass" around the level, including the glass for the tablet in the screenshot and some signs and scales that had animated screens. Finally, I also painted vertex wind animation for all of the trees and awnings in this level.