Call of Duty: Black Ops 6

Ransack gametype : Design & Implementation (Scripting Programming)

Entirely created and developed by me, it underwent some adjustments—limiting the number of packages to just one at a time at a fixed map location—whereas the original featured three packages distributed randomly in each round.

Control gametype : Design & Implementation (Scripting Programming)

Entirely created and developed by me.

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.

Pentathlon / Joint Operations modes : Design & Implementation (Scripting Programming)

These are various pre-configurations originally created and developed by me under the name “War Server”—a project that could have featured these and thousands of other random configurations. Here, they adapted it into a Mini War played with just five game types and on a single map.

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—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 and DMZ versions within the franchise.