How Modern Warfare 2 levels were made - level design process interview

Super happy to chat to Jason McCord and Mackey McCandlish - two of the lead designers and long-time dev buddies across the Call of Duty and Titanfall franchises - about how classic missions like MW2’s “Cliffhanger“ were designed and scripted, and the unique talents and design processes at Infinity Ward. Lots of development-focused talk here, including us geeking out on what we consider to be most important about level design and scripting, in the last sections of the chat. Enjoy! I’m planning more deep-dive interviews with interesting designers in the future - if you like this video and would like to see more, please consider supporting me on Ko-fi: 00:00 - A post-Half Life era of level design and scripting 02:55 - How MW2’s Cliffhanger mission started 04:22 - Empowering LDs with clear direction, and creative freedom within boundaries 07:55 - Level layouts fully drafted and lit before any scripting is done (!) 10:45 - “Cliffhanger“ mission as a sequel to “All Ghillied Up“ 14:04 -
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