» Call of Duty 2: Big Red One
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 another Activision-owned 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
Call of Duty 2: Big Red One's logo... designed to not be confused with the other Call of Duty 2.
Call of Duty 2: Big Red One, was a game based on the exploits of the U.S. Army's 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 built and re-lit the multiplayer version of Kasserine - MP_Kasserine - which was redone to tell the story of the night following the events of the single-player campaign.
As with every Call of Duty game I have worked on, every level is built using BSPs and patch-meshes in an editor called "Radiant". Radiant is most notably used for creating levels played in games from id Software (the makers of Doom and Quake), and has been a part of their tools for almost two decades. I learned how to use Radiant as a hobby, creating single-player levels for Quake II and multiplayer levels in Quake III Arena. Those skills translated easily to professional development and was a big reason as to why I was able to make it in the industry.
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.