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  <url>
    <loc>https://justinrote.com/about</loc>
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    <priority>0.75</priority>
    <lastmod>2025-09-26</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616116548713-C6YR7LXBHAPNJMCTMB4H/jrote_2020.jpg</image:loc>
      <image:title>About - I’m Justin Rote a video game designer from Southern California. I graduated from Full Sail University’s game design program in 2005 and have been making great games ever since. I specialize in single player mission experiences and cooperative multiplayer gameplay.</image:title>
      <image:caption>Outside of my career, I enjoy traveling SoCal with my wife and hiking many of the local forests and trails. I’m also into wood carving, road-trips, live music, and off-roading. I’ve lived over a year in New York, Maryland, Florida, California, and Washington. Who knows where the road will lead next. Thank you for checking out my portfolio. - Justin</image:caption>
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  </url>
  <url>
    <loc>https://justinrote.com/1000-hour-games</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-01-29</lastmod>
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      <image:title>1,000 Hour Games</image:title>
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      <image:title>1,000 Hour Games</image:title>
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      <image:title>1,000 Hour Games</image:title>
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      <image:title>1,000 Hour Games</image:title>
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  </url>
  <url>
    <loc>https://justinrote.com/resume</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-04-01</lastmod>
  </url>
  <url>
    <loc>https://justinrote.com/projects</loc>
    <changefreq>daily</changefreq>
    <priority>1.0</priority>
    <lastmod>2025-09-26</lastmod>
  </url>
  <url>
    <loc>https://justinrote.com/projects/cod-ghost-556st</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2021-03-23</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616365669041-0LU3529XXH2ZR7RGVHHT/65487.jpg</image:loc>
      <image:title>Projects - Call of Duty: Ghosts  (2013) - Mission 17: Loki</image:title>
      <image:caption>Mission 17 “Loki” is an assault on an enemy space station in zero gravity. This was our largest battle in space including dozens of allies and enemies. For this mission I created an AI movement and animation system for zero-gravity. The system supported AI freely moving in all directions, and taking cover on objects in unusual ways since there is no uniform “up” direction in space. The level also had to support full AI pathfinding in a zero-gravity environment. I think we really pulled off an effective and believable zero-gravity combat encounter. Watch it here - Loki Space Gameplay Youtube Link</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616365251588-PVJCLLWLFOLGTQ7JMMXR/756457654.jpg</image:loc>
      <image:title>Projects - Call of Duty: Ghosts  (2013) - Mission 13: End of Line</image:title>
      <image:caption>Mission 13 “End of Line” is a covert infiltration and raid on a fully autonomous weapons factory deep in enemy territory. I was responsible for scripting, encounter design, and level design for the interior sections of the factory. This includes a heavily scripted ambush moment and an extremely high tension gunfight to escape the factory. A major goal for this encounter was to incorporate the moving machinery of the factory into the play space. In the finished level many large tank parts move across the factory floor, periodically stopping as robotic arms weld them together. The moving obstacles added a very dynamic and dangerous element to the encounter. Watch it here - End of Line Gameplay Youtube Link</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616364603536-72XMRSN9K0FQZN1POPC1/EV5Rx7qXgAE8V_B.jpg</image:loc>
      <image:title>Projects - Call of Duty: Ghosts  (2013) - Mission 1: Ghost Stories</image:title>
      <image:caption>During the early stages for Ghost I pitched a mission idea where the International Space Station gets hijacked my enemy forces and scuttled. This mission was greenlit for the game and eventually became the game’s opening mission which featured heavily in trailers and E3 footage. This mission was a massive technical challenge, from the zero-gravity movement in space, to the fully animated traversal through the station, to the complete destruction of the station and the player falling to Earth’s atmosphere. I was responsible for the design and scripting of the free space portions, including the intro, the I.S.S. destruction sequence, and the free fall into the atmosphere. Watch it here - Ghost Stories Space Gameplay Youtube Link</image:caption>
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  </url>
  <url>
    <loc>https://justinrote.com/projects/cod-extinction-e4kay</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2021-03-16</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616471752566-J8BGKZDQEGMTQX10GHBZ/92e6a7067_2x.jpg</image:loc>
      <image:title>Projects - Call of Duty: Extinction  (2014) - Extinction DLC #2: Mayday</image:title>
      <image:caption>In Mayday the player’s fight to regain control of a navy ship which has been infested with Cryptids. I did mechanic design, block out, level design, and scripting for Mayday. I designed and scripted a new Seeder enemy type which spits out little alien turrets which stick to walls and ceilings to terrorize players. I also designed and built the Kraken boss fight which was inspired by raid boss mechanics of MMOs such as World of Warcraft. The Kraken was a multi-phase boss encounter with many layers of mechanics which required tight teamwork and communication to defeat. The Kraken boss was an invaluable lesson in game design, as I learned a tremendous amount from it’s successes and failures. Watch the Kraken boss fight here - Kraken Boss Gameplay Youtube Link</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616471252860-KW3JKY2TPDG5S4QJXIOR/extinction%2Bmode.jpg</image:loc>
      <image:title>Projects - Call of Duty: Extinction  (2014) - Extinction Co-op Mode</image:title>
      <image:caption>Extinction was Neversoft’s version of Call of Duty Zombies which shipped with Call of Duty: Ghosts. Extinction was a 4 player cooperative PvE mode where players fight hordes of ancient alien creatures. After finishing up my work on Call of Duty: Ghosts, I moved to the Extinction team as the design lead on DLC pack #2 Mayday and DLC pack #4 Exodus.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616471860235-TAXYKK0JRSE4EOR1IXE3/ancestor_2x.jpg</image:loc>
      <image:title>Projects - Call of Duty: Extinction  (2014) - Extinction DLC #4: Exodus</image:title>
      <image:caption>In Exodus we wanted to give players more freedom of choice, so I designed the map to require activating a series of 6 generators in any order. The order you choose to activate the generators gives you access to different rewards, allowing each session to play a bit differently. I did initial layout, level design, scripting for mechanics and the new “Ancestor” alien type. The Ancestor was designed to be a highly threatening mini-boss with a variety of attacks, including a force field which could be countered by players with a well timed attack. Extinction was a really fun project, and the first time I was able to take the role of design lead. It was fulfilling to watch a lot of my ideas come to life and guide my team to the victory line.</image:caption>
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  </url>
  <url>
    <loc>https://justinrote.com/projects/legends-2kd7f</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2024-01-26</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616356294729-CGIAXADRZ6FLSHDM79IW/ghost-of-tsushima-legends-stats.png</image:loc>
      <image:title>Projects - Ghost of Tsushima: Legends  (2020) - Fan Favorite</image:title>
      <image:caption>Legends mode has been universally acclaimed among players with thousands of hours of Youtube videos and live streams showcasing gameplay, discussing strategy, and celebrating exceptional leaderboard times. There is also an active dedicated subreddit at - r/gotlegends Legends was nominated for the following awards - BAFTA 2021 Best Multiplayer D.I.C.E Awards 24th Annual Online Game of the Year</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616357045883-5TK0DF4THVGKL91GWKRR/EmomDUsXYAopJlO.jpg</image:loc>
      <image:title>Projects - Ghost of Tsushima: Legends  (2020) - Legends</image:title>
      <image:caption>Legends is a 2 to 4 player cooperative loot-based multiplayer mode for Ghost of Tsushima. Gyozen, a blind storyteller, tells folktales of heroic deeds that occurred on Tsushima. But since Gyozen is blind and maybe a bit crazy, his version of each story is filled with demons, gods, legendary beasts, and all manner of traditional Japanese folklore. Legends was designed and built by a small team of 4 developers. I was responsible for design, scripting, and level design on the 2-player story missions, the training mission, various player and enemy mechanics, story dialogue writing, and replayability mechanics. Watch Legends Gameplay here - Legends Gameplay Youtube Link</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616357089739-SQ334SX2961IYPZZGGK4/EsWzVzGUcAAqlYL.jpg</image:loc>
      <image:title>Projects - Ghost of Tsushima: Legends  (2020) - Legends Mechanics</image:title>
      <image:caption>Some of the mechanics I designed and scripted - Spirit Bow - A ghostly bow that has unique mechanics when 2 players fire it at the same time. Players must coordinate a “Sync-Shot” to dispel enemy shields, and do bonus damage. Tengu - A legendary creature from Japanese folklore. The Tengu is a glass cannon enemy who sends swarms of crows to attack players. Spirit Lanterns - Hanging lanterns that players can activate to trigger a burst of Kami energy, revealing all hidden spirit enemies nearby for a short time. Fire Spirits - The Legends version of the Mongol hwacha arrow turret. Oni Hound - A demonic version of the Mongol hound, which can explode when in melee range.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616358663967-5S47IJ6GX3P2N1KM2TR4/EpjePIBWMAYfJRh.jpg</image:loc>
      <image:title>Projects - Ghost of Tsushima: Legends  (2020) - Replayability</image:title>
      <image:caption>I designed a variety of mechanics to maximize replayability for our story missions - Mission Branching - Story missions have 3 branching randomization points where new objectives and enemy types are dynamically swapped in. This gave us over 100 unique permutations for each mission. Gyozen’s Curse - Gyozen offers to curse players in return for higher rewards upon beating the mission. The deadly curses require 2 player coordination to survive, for example taking damage when too far apart from your partner. Cursed Chest - A treasure chest that bursts forth an Oni ambush when opened. Requires the coordination of 2 players to open. High risk, high reward. Lost Scroll - Each mission contains a randomly placed hidden scroll pickup to promote exploration and map memorization.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616357005386-7WGM7LXBR7W0A63488Y4/EoAo9zxXYAALSRT.jpg</image:loc>
      <image:title>Projects - Ghost of Tsushima: Legends  (2020) - Co-op Story Missions</image:title>
      <image:caption>I owned all 9 story missions, and designed and built 5 of them from the ground up. Each mission follows a 3 act structure as Gyozen narrates the story and the player’s actions. Each story mission focuses on a specific Legends mechanic, enemy type, or character. The lowest difficulty version of each mission includes training and tutorials on how the Legends mechanics work and effective strategies to combat them. On higher difficulties the story missions are randomized to include new objectives and enemy types for maximum replayability. Since Legends is a loot-based mode, we aimed to make the missions fresh and interesting across all 4 difficulties even after many hours of replay and progression.</image:caption>
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      <image:title>Projects - Ghost of Tsushima: Legends  (2020)</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/34b00d1e-4868-44c7-94eb-cbed0a1783c2/451958781.png</image:loc>
      <image:title>Projects - Ghost of Tsushima: Legends  (2020)</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/60864082-054c-40ab-8a19-ae67960e5d2d/ErXLTsgXcAI5ptp.jpg</image:loc>
      <image:title>Projects - Ghost of Tsushima: Legends  (2020)</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/5d6b66c1-c674-44a2-a3df-f43607df6602/451942781.png</image:loc>
      <image:title>Projects - Ghost of Tsushima: Legends  (2020)</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/fab22466-95f0-4292-990e-220574851338/Ev--HvWXYAMdQ2p.jpg</image:loc>
      <image:title>Projects - Ghost of Tsushima: Legends  (2020)</image:title>
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      <image:title>Projects - Ghost of Tsushima: Legends  (2020)</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/d7ba56c3-255f-4429-80f6-3bfcce17a1dc/EqFuglYWMAE76rk.jpg</image:loc>
      <image:title>Projects - Ghost of Tsushima: Legends  (2020)</image:title>
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      <image:title>Projects - Ghost of Tsushima: Legends  (2020)</image:title>
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      <image:title>Projects - Ghost of Tsushima: Legends  (2020)</image:title>
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      <image:title>Projects - Ghost of Tsushima: Legends  (2020)</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/c8340c99-976d-4b1a-8769-64625627e516/EssJNpYXYAIv28e.jpg</image:loc>
      <image:title>Projects - Ghost of Tsushima: Legends  (2020)</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/3ce1dbc4-143c-4f4b-897b-63ca466ee719/EqFuimbXUAA-yaz.jpg</image:loc>
      <image:title>Projects - Ghost of Tsushima: Legends  (2020)</image:title>
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  </url>
  <url>
    <loc>https://justinrote.com/projects/tony-hawk-mhzlt</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2021-03-16</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616478262550-O1O6HCHFZYD0Y1NNQRFV/image_tony_hawk_s_proving_ground-6333-1268_0002.jpg</image:loc>
      <image:title>Projects - Tony Hawk's Proving Ground  (2007) - Career Skater Missions</image:title>
      <image:caption>Proving Ground was my first big job in the games industry. I was a skateboarder for many years as a teenager, and was a huge fan of the Tony Hawk series, so this project was a perfect fit. I designed all of the “Career Skater” missions, which made up one third of the game’s mission content.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616478281083-QW4OGYDWK3Y65HWGYO5V/482f225a94f19e76b0db6a4ab9166c30.jpg</image:loc>
      <image:title>Projects - Tony Hawk's Proving Ground  (2007) - Crowd Tech</image:title>
      <image:caption>I also ported the crowd technology from Guitar Hero into Proving Ground to create large crowds for skateboarding tournaments. Crowd Tech - Proving Ground Crowd Youtube Link This was a killer first project in the industry and a really fun game to work on!</image:caption>
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  </url>
  <url>
    <loc>https://justinrote.com/projects/guitar-hero-txmf4</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2021-03-16</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616366457829-BN180CCBZPI6YEG7UOGV/guitar_hero_world_tour_gh_mix.jpg</image:loc>
      <image:title>Projects - Guitar Hero Series  (2008-2010) - Guitar Hero World Tour</image:title>
      <image:caption>The Guitar Hero series was a huge project for Neversoft. We were in non-stop production, releasing 9 titles in only 4 years. On Guitar Hero World Tour I designed and built the Music Studio together with two other designers. The Music Studio was a fully fledged note sequencer allowing you to design tracks then play them back with Guitar Hero gameplay. You could also upload your creations and download other creator’s custom tracks. This project challenged me to learn a lot about music theory, guitar chords, note scales, and user created content. The Music Studio was also the first online networked project I worked on, so there were many unexpected networking issues to solve.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616467811561-HAIMJYO06BAUDZ4OGIOS/gh_career_mode.jpg</image:loc>
      <image:title>Projects - Guitar Hero Series  (2008-2010) - We’re All Rockstars</image:title>
      <image:caption>The Guitar Hero series was an amazing time - We met Taylor Swift in the office, heard stories about Zakk Wylde’s crazy antics in our mocap studio, and saw Aerosmith and their buddies show up to Neversoft in million dollar super cars. We all had fun trying to be like the rockstars in our game, if only for a short time.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616461263772-NQA2ND5B31S93XVULAJ6/guitar_hero_world_tour_what_ive_don.jpg</image:loc>
      <image:title>Projects - Guitar Hero Series  (2008-2010) - Guitar Hero 5</image:title>
      <image:caption>On Guitar Hero 5 I integrated the objective based mission system from Tony Hawk to add an extra layer of bonus challenges on top of every song. I also maintained and updated the vocals singing mode for new hardware, UI updates, and enhanced octave detection.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616467715996-F7QXOJJA2U4YFVVIKK26/Guitar-Hero-Warriors-of-Rock-PS3.jpg</image:loc>
      <image:title>Projects - Guitar Hero Series  (2008-2010) - Guitar Hero: Warriors of Rock</image:title>
      <image:caption>On Warriors of Rock I created a new Quickplay+ game mode that expanded on the previous title’s bonus challenge system. I also maintained the existing career, competitive, and GHStudio game modes. I also created an auto test system that played through songs automatically overnight and logged data to help us find bugs and identify balance issues.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://justinrote.com/projects/cod-infinite-k3g59</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2021-03-16</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616360652025-GWQT2HXVD7NFEAHF18MN/how-the-call-of-duty-infinite-warfare-campaign-actually-works-146592480684.png</image:loc>
      <image:title>Projects - Call of Duty: Infinite Warfare  (2016) - Mission 3: Port Armor</image:title>
      <image:caption>Port Armor takes place at UNCA’s Moon spaceport, when the enemy faction attempts to take and hold the port as an important strategic location. For Port Armor I did level design, scripting, and encounter design for multiple combat encounters and scripted sequences. I was also responsible for the seamless transitions in and out of the mission, where we hid loading behind short pre-rendered videos.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616360728647-OSHH21JZJZ6ITM9VOUQH/Call+of+Duty_+Infinite+Warfare+screenshots+-+Image+%2318888+_+New+Game+Network+%E2%80%94+M-2021-03-12+21_59_49.png</image:loc>
      <image:title>Projects - Call of Duty: Infinite Warfare  (2016) - Mission 2: Black Sky</image:title>
      <image:caption>In Black Sky the player transitions from fighting on the ground to defending against an incoming enemy space fleet above the Earth. I did design and scripting for the space launch, where the player enters a spacefigther and launches through the atmosphere with a fleet of other fighters and massive capital ships. The space launch was a big technical challenge, as we had to transition from an on-Earth skybox with gravity to a free space skybox with zero-g. I’m proud of the result, it felt smooth and seamless! I also designed and scripted the entire space battle sequence for Black Sky including intense dog fights and taking down an enemy capital ship. Watch the entire sequence here - Black Sky Gameplay Youtube Link</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/1616360794859-0SA1OHY0NVBV1261DZQP/9d878b66-278f-4ed2-b851-b739b36886f3_COD_Infinite_Warfare_SP_Black_Sky_Take_to_the_Sky_1478164765.jpg</image:loc>
      <image:title>Projects - Call of Duty: Infinite Warfare  (2016) - Capital Ship Systems</image:title>
      <image:caption>I was responsible for the design and scripting of all of the capital ship combat systems, including turrets, missiles, movement, and destruction. Each capital ship had dozens of gun turrets, missile turrets, anti-missile counter measures, and fighter jet launch ports. The ships were also covered in dozens of small destructible greebles that reacted to player fire to ensure plenty of dynamic destruction eye candy and sense of scale.</image:caption>
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      <image:title>Projects - Call of Duty: Infinite Warfare  (2016)</image:title>
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      <image:title>Projects - Call of Duty: Infinite Warfare  (2016)</image:title>
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      <image:title>Projects - Call of Duty: Infinite Warfare  (2016)</image:title>
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      <image:title>Projects - Call of Duty: Infinite Warfare  (2016)</image:title>
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      <image:title>Projects - Call of Duty: Infinite Warfare  (2016)</image:title>
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      <image:title>Projects - Call of Duty: Infinite Warfare  (2016)</image:title>
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      <image:title>Projects - Call of Duty: Infinite Warfare  (2016)</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/2f81067a-342a-470f-9f7a-86ee88643da9/dd4ae953-37cb-4c38-9a4c-c5842b2f645a_COD_Infinite_Warfare_SP_Operation_Dark_Quarry_1478164813.jpg</image:loc>
      <image:title>Projects - Call of Duty: Infinite Warfare  (2016)</image:title>
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      <image:title>Projects - Call of Duty: Infinite Warfare  (2016)</image:title>
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  </url>
  <url>
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    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2024-02-01</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/eeb3029d-09a8-46fc-b44a-24dcd8692d2f/368497403_903293627824406_5115939210458687335_n.jpg</image:loc>
      <image:title>Projects - Overwatch 2 (2022) - Underworld - Modifiers</image:title>
      <image:caption>Each week of the Underworld event unlocked a new unique mission modifier to add increased depth and replayability to the core experience - Death From Above - Missile strikes periodically target random locations. Players can lure enemies into these strikes, providing skill based counter play. Ultimate Zones - Player Ultimate abilities do not charge unless they stand in randomly spawning buff zones. This challenge intends to promote mobility and give highly-skilled players a chance at near 100% Ultimate uptime. Invasion Mystery Swap - Players periodically swap to random hero from the Act 1 roster. This challenge provides variety, and exposes players to Heroes they don’t normally play.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/218f8d86-ed21-497b-8f7a-457d7d28ad6b/image-25-38-1024x576.webp+%28WEBP+Image%2C+750%C2%A0%C3%97%C2%A0422+pixels%29+%E2%80%94+Mozilla+Firefox-2024-01-26+14_23_54.png</image:loc>
      <image:title>Projects - Overwatch 2 (2022) - Underworld - Challenges</image:title>
      <image:caption>I designed and implemented event challenges for Underworld to extend replayability and provide a degree of multi-session progression. For example - Lore Hunter - Find interactive objects hidden around the mission. The objects tie into the lore of Overwatch, and when found play unique story related voice lines. You're Welcome, Human! - Wave at the TS-1 robot. This challenge is intended to support social play and keep the group mood light and fun. Nulltimate - Prevent the final 2 boss units from using their Ultimate ability. This challenge is designed as a skill check for mastery level players.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/a84d13c2-5f3b-4dc7-a510-3d915ab86df5/ovr-underworld-1-1691613894559.png</image:loc>
      <image:title>Projects - Overwatch 2 (2022) - Underworld Event Mission Support</image:title>
      <image:caption>Underworld was Overwatch 2’s first seasonal event mission. Players fight to stop a Null Sector invasion, while they repair and escort a deadly robot ally across King’s Row. I provided support with scripting, combat encounters, UX flows in and out of the mission, challenge and modifier design, and server side weekly rotation setup. We learned a lot from this event, and it allowed us to build a foundation for future PvE seasonal events.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/59ed478a-c668-4f39-9aa9-76a2bd5133fd/-2024-01-26+14_33_25.png</image:loc>
      <image:title>Projects - Overwatch 2 (2022) - Automated Testing</image:title>
      <image:caption>Blizzard uses a unique automated testing methodology to supplement traditional hands on QA testing. Internal servers run hundreds of instances of each mission, with AI heroes defeating enemies, behaving semi-randomly, and completing objectives. Reports are generated on each run, giving us data on where mechanic break, players get stuck, or other bugs in the mission flow. I oversaw automated testing across all of our PvE events content, and training the other designers on how it works, and how to maintain it within their mission content. I also prototyped and implemented improvements to automation, including visual debugging, and support for testing and tracking alternate win/loss conditions.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/604bf4950fef8562e6b18555/0dbe1f20-4653-439d-853b-a08a29b40630/geforce-rtx-overwatch2-bundle-hero-bg-2560x770-d.jpg+%28JPEG+Image%2C+2560%C2%A0%C3%97%C2%A0770+pix-2024-01-26+14_32_27.png</image:loc>
      <image:title>Projects - Overwatch 2 (2022) - Overwatch 2</image:title>
      <image:caption>Overwatch 2 is a free-to-play, ever-evolving live competitive and cooperative first person shooter. I joined the Overwatch 2 team in 2021 as a Senior Mission Designer. On Overwatch 2 I worked on the Underworld event mission, Act1 and Act2 story missions, automated testing, and script refactoring. I also created numerous prototype missions and mechanics, encounter design support for our enemy ecology team, and wrote many how-to guides for our PvE mechanics and systems. Watch Overwatch 2 Invasion here - Overwatch 2: Invasion Youtube Link</image:caption>
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      <image:title>Projects - Overwatch 2 (2022)</image:title>
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      <image:title>Projects - Overwatch 2 (2022)</image:title>
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      <image:title>Projects - Overwatch 2 (2022)</image:title>
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      <image:title>Projects - Overwatch 2 (2022)</image:title>
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      <image:title>Projects - Overwatch 2 (2022)</image:title>
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</urlset>

