
This allows for the inclusion of other information alongside the story text and dialogue, including triggers for other game elements. However, when the narrative needs to be shared with artists, animators and coders for inclusion in the game, Shelby and the team switch to writing in spreadsheets, fairly common in the games industry.
CALL OF DUTY 2 LEVEL SOFTWARE
Indeed, Carleton says that when they’re working on the scripts for cinematic sequences, they’ll use the screenwriting software Final Draft, because it’s what actors are comfortable with. “We’re hopefully weaving in the quiet moments with the louder, more bombastic Call of Duty set pieces … Hopefully as you’re playing, you’re not even thinking about the structure, you’re just in it.”Ĭall of Duty: Modern Warfare III Photograph: ActivisionĪt this stage, it sounds really similar to working on a screenplay. “We need to understand where the high points of the game are and where character moments are coming through,” says Carleton.
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The narrative team divides the campaign into sections to make it more manageable, each episode with its own series of dramatic and emotional arcs.
CALL OF DUTY 2 LEVEL TV
Unlike a movie, a Call of Duty campaign lasts from 8 to 20 hours, so the trajectory is more like a limited-run TV series. But the stories are always changing, they’re always evolving … you shuffle things around as you go.” I think this is partially why working on a sequel is interesting, because you’re picking up threads. “It’s like you have a puzzle in front of you.

“You start with your core sticky notes, and from there we were like, OK, this is how we’re going to get from point A to point B,” says Carleton. Carleton and her team use a virtual whiteboard app, Miro, so that the mass of interconnected scenes can be easily shared with remote staff. Sadly, there is no giant white wall at Sledgehammer covered in Post-it notes. “A lot of whiteboards and a lot sticky notes! We stuck on notes containing the story beats we wanted for the different characters, the plot points we wanted to hit, the cool level ideas.” If it’s going to make the game awesome, we’ll do it even if it’s going to cost a lot and will take a lot of manpower “It’s whiteboards,” says narrative designer Shelby Carleton. It turns out this is a pleasingly non-technical process. With a set of story objectives already in place, it was up to the writers and design team to construct a campaign narrative that would hit those plot points. “We set everything up in Modern Warfare II to be able to pay things off in Modern Warfare III. “We partnered with Infinity Ward and spent a lot of time coordinating,” says creative director Dave Swenson.


Sledgehammer started work on Modern Warfare III at the same time as Infinity Ward began MWII. The protagonists of the current Modern Warfare series are Task Force 141, a ragtag group of spec-ops warriors led by SAS veteran and moustache enthusiast Capt Price their arch-nemesis is Makarov, a Russian ultranationalist, sociopath and the Thanos to their Avengers.

So what is it like for the storytellers working on this leviathan, who need to create narrative cogency and tie it all together?įor most of its millions of players, Call of Duty is all about multiplayer mode, but each instalment’s single-player campaign is an explosive, cinematic adventure, pitching lone players against waves of enemy soldiers as planes crash, buildings fall and nuclear missiles scorch across the sky. The last title in the series, Modern Warfare II, a reimagining of the hugely successful 2009 original, made $1bn in 10 days. Their budgets are the same as the biggest Hollywood movies – ie vast, but then so are the rewards. They are built by hundreds of staff working in studios across the globe, each dealing with specific aspects of the production. The Call of Duty games are huge, multimillion dollar affairs.
