top of page
Donovan Rennaker

Platform:
Windows PC
Engine:
Call of Duty World at War:
Infinity Ward Engine
Language:
C based CoD Script
Time Line:
June 2015 - November 2017
Project Background:
The Brothers in Arms series was developed by Ubisoft for PC and console starting in 2005. The series is a First Person Strategy where you play a squad - leader in The Second World War. While playing the multiplayer of the first game Brothers in Arms: Road to Hill 30, I realized that the game needed a graphic update, and thus the "Brothers in Arms Mod was born.
Project Overview:
Squad-Leader based gameplay, where each player is given command of a squad of AI characters that can be controlled by the player. The squad can then be moved to a specific location or follow the player. The player(s) is tasked with completing the objectives of the mission which are either set by the level or voted on when the game starts. If the number of players is odd, then a squad of AI will spawn and control themselves to help complete the objective.
Project Role:
-
Mod Concept Adaption
-
BSP Level building
-
static models and texture placement
-
lighting
-
weather system
-
AI pathing
-
scripting
Level Design:
-
Adapted the levels "Carentan" and "Burgundy" from asus891110
-
Added AI pathing into the level
-
Modified level design to help with pathing
-
Added in detail and static meshes where needed
-
Used game included sounds and effects to create level atmosphere
Gameplay:
-
Created objective system for mission objectives
-
Scripted HUD elements to help find objectives and inform player of objective status
-
Scripted AI "squad" movement and intelligence
Scripting:
-
AI squad to fallow orders from the player
-
Squad to find best location to "take cover" when moving to a new location
-
Squad intelligence to determine where the squad should go based on the current status of the objective
bottom of page