"Launch the counter-offensive! This map features 3 fast-paced combat scenarios with short and medium range gameplay." - In-Game Description

Operation Griffin is available in Call of Duty: WWII.

I wrote the pitch for the Battle of the Bulge as a War Mode level and it was approved. I pushed for the Wehrmacht to be the attacking force, to add variety to the War Mode map pool. I served as the primary level designer with support from Dave Osei and Mike Renner. I also handled map specific systems and concepts outside of the War Mode gameplay scripting. I coordinated with art, lighting, effects, engineering and animation to help close the level out.

The first objective was originally a variation on the mode Blitz from Call of Duty: Ghosts and Call of Duty: Infinite Warfare. The Wehrmacht needed to get enough troops across the Allied trenchline to advance the objective. In playtests it proved chaotic, it was difficult for Allied players to track and keep a hold on the advancing Axis. The payload objective proved to be our most popular internal objective, so I pitched a variant in which the Wehrmacht had three tanks and needed to push two across the Allied trench. It worked out much better in playtests, there was a lot of fun cat and mouse gameplay around the tanks and the push/pull of all three was very unique. The blocking hedgehogs came out of a desire for the Allied team to have some agency in the objective, and their gradual evolution into offensive elements for the Wehrmacht was a bonus.

The gascan objective was based on reports of Wehrmacht troops raiding Allied gas depots in Ardennes Forest. It was originally based on Capture The Flag but found in playtesting it was too static. We revised the objective with a more dynamic version based on the gamemode Uplink. Throwing the gascans opened a lot of player agency and added a dynamism that we weren't seeing before.

The bridge was based on the axis approach of Stavelot, Belgium where Allied forces failed to detonate a crossing point during the battle. The final objective of the map went through a lot of revisions. It originally was the area around the bridge and a variation of Domination where the Axis would have to hold several capture points until they earned enough score. The fiction of the objective didn’t work, and the finale of the map wasn’t very interesting, points counting up until you win felt anti-climactic, and the bridge wasn’t the focus.

The second attempt was a series of capture points across the bridge similar to the gamemode Momentum from Call of Duty: Advanced Warfare. While it worked, It felt bad to leave the tank behind after spending so much time with it, so we opted to end the map with another Escort objective.


Screenshots courtesy of some of the many talented artists who worked on the level: Gabe Cervantes, Mark Maxwell, Eugene Geer, Nick Comeau, Raquel Garcia, and Sam Williams.
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