Call of Duty Ghosts

Search & Rescue gametype : Design & Implementation (Scripting Programming)

This time, they decided to use my Help Mode in a multiplayer game type as well. However, instead of releasing it as a standalone mode—as it was originally implemented—they locked it to a single game type. Search & Rescue was created based on the original Search & Destroy game type, incorporating the Help Mode.

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

They were released utilizing all the tactical Co-op and Squad bot functions I developed for Black Ops. However, here they were split into four different modes—each using only a select subset of behaviors—and none of them include objective-based functions; in other words, they were restricted to playing only Team Deathmatch. I have no idea why the decision was made to release them this way, rather than as I originally implemented them—where they would switch behaviors randomly during gameplay and handle all game objectives and extra features.

And before you ask: no, there were never any performance issues with my scripts.

Blitz gametype : Design & Implementation (Scripting Programming)

Originally created and developed by me under the name “Evac,” it was the first game type in FPS history to feature player teleportation—sending players back to try again immediately after reaching the objective. Prior to launch, it underwent adjustments against my wishes: an additional extraction point was added to the map, resulting in one at each spawn point rather than a single, central point to be captured.

Help Mode System : Design & Implementation (Scripting Programming)

Responsible for the design and implementation of the help system—initially present in all *Nazi Zombies* entries in the series, as well as all its variations, such as Extinction, Exo Zombies, and all Battle Royale versions within the franchise.