Call of Duty Black Ops

Multiplayer Bots (AI) : Design & Implementation (Scripting Programming)

When I first started working with Call of Duty bots, the logic was basic: wander the map randomly, and—upon spotting an enemy—aim and shoot. It was all very limited, which is why they only worked in Team Deathmatch mode.
From there, I completely expanded their capabilities so they could intelligently play *all* available game modes. I also added various other features, such as throwing grenades, taking cover, using smarter navigation routes, reviving wounded teammates, and receiving and executing orders.
This marked the beginning of my work on Call of Duty bots—a journey that started with Quake 2 and evolved year after year to reach its current state; there is simply no comparable multiplayer bot system on the market.

Demolition Gametype : Design & Implementation (Scripting Programming)

Originally created under the name “Assault,” it was officially released as “Demolition,” and its third objective was removed. It was entirely created and developed by me.

Sharpshooter : Design & Implementation (Scripting Programming)

I developed and implemented several weapon modes; one of them was originally named “Random Mode,” in which all players used the same random weapons. This mode was released as a “Gametype” rather than a “Mode” and was named “Sharpshooter.”

Help Mode System : Design & Implementation (Scripting Programming)

Responsible for the design and implementation of the help system—present in all *Nazi Zombies* entries in the series.

Medic System + Perk : Design & Implementation (Scripting Programming)

System present in Multiplayer once again.