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  • July

    07

    Blog > Developer Blog: Introduction To The Treyarch Team!

Let me start by extending a [belated] happy 4th to those residing in the United States! I hope everyone had an enjoyable holiday weekend, and would love to hear how your celebrations went!

Well let's dive right into the good stuff then… The past couple of weeks have been pretty busy to say the least. I'm sure you've all noticed some considerable improvements and enhancements to the Call of Duty Headquarters hub, and will continue to over the course of the next few weeks.

In this week's blog, I wanted to take the time to introduce you all to some of the team behind Call of Duty: World at War. We have over a hundred developers in-house working on CoD:WW and to introduce them all would require a short novel. So instead, I've approached various team leads to represent their respective disciplines of development.

Brian Anderson (a.k.a "BA") is our Lead Artist on CoD:WW. His job is to ensure that everything you see on-screen lives up to our high standards. BA and his team use cutting-edge tools and technologies to bring you the most immersive, realistic, eye-popping experience possible; and it really shows in our trailer (which, by the way, is comprised entirely of in-game footage)!

Brian Tuey is our Audio Director. It's Brian's job to see that his team is engineering the best-sounding game of 2008. The technologies being deployed into CoD:WW by his team are unmatched in the industry; from real-time sound occlusion to traveling sounds to our channel management system – Brian's team is constantly pushing the limits of our engine and these next-gen platforms to make your 5.1 surround sound system worth the investment!

Dan Bunting is a Producer who you may remember back from his work on Call of Duty 3, operating under the "Axis0f3vil" handle. Aside from his tenure within the Call of Duty franchise, Dan has an impressive portfolio including production work on major network television series such as "Nip/Tuck" and "The Shield." The experience he brings to the team results in exceptionally organized work flow, prioritization, and ultimately leads to the well-polished product befitting a Call of Duty logo.

Dave King, Technical Director here at Treyarch, is the man behind all of the features present in our game. From fire propagation to physics; if you see it in the game, it passed through Dave's "Living Battlefield" virtual playground first. Before any bit of engine tech makes it into the game, Dave and his team work out all the technical requirements and ramifications first. Once a feature is working properly, he then hands it off to the design teams for implementation into the game where it works.

When it comes to competitive multiplayer, the name you need to know is David Vonderhaar. Vahn is our Multiplayer Design Director who, aside from having one too many A's in his last name, oversees a dedicated MP design team focused purely on getting the online experience right in CoD:WW. Those of us who work with the guy know that no rock is left un-turned when it comes to the iterative design cycle to which he executes. Every aspect of multiplayer - from weapon balancing to gametype design - is iterated on endlessly throughout the entire course of the project.

All of these guys pour their blood sweat and tears into this game, and the passion they, and all of the developers here at Treyarch bring to their jobs each and every day really speaks volumes to the quality work that is produced.

Later this week you should be seeing all of these developers posting on the forums and helping to answer your questions to the best of their ability. Bear in mind that we may not be ready to reveal every aspect of our game just yet, so there may be questions they cannot answer. Nevertheless, they want your feedback and are here to help where they can. Feel free to approach them as well as myself with anything you need as it pertains to CoD:WW.

With that, I bid you adieu, and thanks for reading!