My time on Call of Duty: WWII was spent solely on multiplayer systems design. I was involved in a variety of multiplayer systems at different production phases throughout development, but my primary focus for the project and post-launch season was the franchise-first Headquarters feature, a 48 player social space filled with a variety of activities, interactive vendors, social minigames, and progression systems. I began working on Headquarters during some of its earliest iterations in development, and stayed with the feature through every step on the road to ship. This consisted of driving or taking part in pitches, playable prototypes, progression design, feature roadmaps, playtest management, polish phases, live game support, and more. I was part of a talented team from all disciplines that grew throughout development to bring this feature to life in time for ship.

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