Call of Duty: WWII
Ambush
I was responsible for the stealth and first overwatch sequence,
The main design goal for the stealth section was to create choice. There are two overwatch positions and several ways to get there. A large portion of my time was spent making sure that if the player went hot, that it would seamlessly transition to combat without punishing the player too much. Depending on when the player goes hot changes how the overwatch sequence plays out.
A lot of work also went into Zussman follows the player and maintains stealth. His stealth rules are more forgiving as the player would hate for an AI to mess up what would otherwise be a sneaky attempt. The “buddy kill” moments were a ton of fun to script a system for and to place in the level.
The “Base Commander” moment was a fun reward/moment to design as a way to get stealthy players to maybe give up their stealthy ways to go after this “carrot” on a stick”.
The overwatch sniper sequence was especially fun to script because of all the small moments of polish. From lights coming on as the base gets alerted to the spotlight being able to be shot out to the spotlight following your squad to the driver dying and falling on the car horn – it was all just so much fun. This sequence as the player is far enough to watch a battle unfold and be enough removed from the fighting that they can feel smart taking out targets of opportunity to help the squad progress.
Watch 5:50 – 12:43