Moving Environments (Call of Duty: Ghosts)

In this video, we showcase the train mission in Call of Duty: Ghosts. The mission is called "The Ghost Killer". Working on Ghosts, I was asked to make the Call of Duty engine work on a moving environment. This level is the best example of that technology.

I have to admit, this task proved to be extremely challenging. What you see here, is pretty much the entire engine working on a moving environment. In order to complete this goal, I ended up modifying countless systems. From player control, to collision, to special effects, I just kept working through problems until the system was eventually complete. Although there are a few secrets we used to get this to work, there really are no smoke and mirrors. All of the gameplay is taking place on top of the train, while it is indeed moving through the environment.

To a large degree, this technology also works in online multiplayer. The video above does not demonstrate it, but we have several multiplayer maps that use this technology in Ghosts.

Nail the Trick (Tony Hawk: Project 8)

The video above demonstrates Nail the Trick, which was the big feature I worked on in the Tony Hawk series. Over the years, we have received some really great praise for this. You can see some of the media comments below. One final note of interest, is that I am on an Activision Nail the Trick patent.

"At its finest, Nail the Trick is like an air ballet, a carefully choreographed dance between skater and board."

"Why would they call the very prettiest thing to have appeared in games for over five hundred years, "Nail The Trick Mode"? It should be called, "Glistening Dew On A Spring Morning Mode", or "Kari Off Of Mythbusters Mode". Not Nail The Trick. The idiots."

"Nail the Trick mode is a cool-looking addition that has a positive impact on the gameplay."

Engine (Hobby)

This engine is a little dated now, but I feel it is still worth leaving on here. Ever since I have been a video game programmer, I have had a hobby engine. I have traditionally used this to study. It has been an invaluable tool to be able to study algorithms in my personal sandbox, before implementing them in a large production grade game engine. At one point, in 2010, I decided to clean it up and publish it here on my website. Most of the artwork you see is programmer art, but some close friends of mine donated some character models and animation for me to use.

What is interesting with what you see here, is that everything was written from a fairly low level. Everything you see is written directly on top of DirectX. Lighting, Shadows, Animation, Collision, Object and Memory Management, Effects, all written from scratch.

I don't really see myself working on this any more, at least not in the near future. I am too busy with work and life. Please enjoy the video.