Treyarch Experience
From 2008 to 2011, the time at Treyarch was filled with exciting technical challenges and
contributions, especially transitioning into a hybrid Technical Artist role working on the
Call of Duty series. One of the key projects was on Call of Duty: Black Ops, where a
custom Worldspawn editor was developed. This tool streamlined the lighting iteration process by
translating text values into colors and predicting outcomes directly from the compiler’s output
window, saving a great deal of time during development.
Another interesting project involved creating a post-processing script manager. This tool ensured
that file consistency was maintained, aligning the level settings with both baked and dynamic
lighting setups. It was an essential tool for keeping everything in sync and improving the lighting
process overall.
The work on Call of Duty: Nazi Zombies (2008-2009) was also memorable. A custom tool called
PaletteBox was created for color management, allowing drag sampling from the screen to update color
swatches in real-time. This tool came with some neat features, like a dropdown menu for converting
color spaces and generating complementary hues, which made color management more intuitive and
flexible.
One of the most interesting technical challenges was developing a converter for the Wii version of
the game, ensuring visual parity across platforms. It was an exciting problem to solve, ensuring
that players on different consoles had the same overall high-quality visual experience.
Earlier, contributions to Call of Duty: World at War (2008) involved consulting on
linear-gamma conversions, color space adjustments, and automating lighting processes for multiplayer
levels. These optimizations made it possible for one person to achieve what would have otherwise
taken a whole team, which was a great technical milestone.
Treyarch Details