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The Making of Call of Duty Maps: A Behind-the-Scenes Look

Creating maps for one of the most popular gaming franchises, Call of Duty, is no small feat. There is creativity, collaboration, and a lot of hard work involved in it. Shaun Bell, a seasoned art director, working over 20 years in the gaming industry, eventually landing at Treyarch, the studio behind some of the most iconic Call of Duty games.

 

On Speakeasy Episode #25 this time, he shared his experiences and insights on how these iconic maps are brought to life. And so, we have summarized the process of how Call of Duty maps are created. Keep reading!

What Is the Process of Building Maps for Call of Duty Like?

It’s been said before and we will say it again: Creating maps for Call of Duty is a complex and complicated process that requires a lot of team effort. Shaun explained the process of building maps for Call of Duty, and here it is:

It Starts With Globe-trotting

The concept of ‘globe-trotting’ is a key staple that the team builds upon, as Shaun explained. 

“First, we think about what era we're in and identify key historical moments that we can build ideas around and incorporate into the map. We start plotting down narrative elements from a story level and then map elements that align with those, ensuring alignment with the creative vision and the story.”

It begins with a deep understanding of the game’s historical setting. The team first determines the era in which the game is set and identifies key historical moments that can serve as inspiration for the map’s design. This step is amongst the most important ones because it provides a foundation for developing ideas and themes that are authentic and engaging. By doing this, the team can create a narrative backdrop that adds depth and context to the gameplay.

Then, after the historical framework is established, the team starts plotting out narrative elements and how they will be represented in the map. This involves integrating story-driven aspects with gameplay mechanics to ensure a cohesive experience. The design process includes considering how different parts of the map will reflect the historical setting and how these elements will guide the player’s journey.

Then, There Is Reference Gathering

The process of reference gathering begins with the creation of mood boards and style guides. These boards serve as a visual representation of the team’s creative vision and help everyone involved in the project be aligned with the same artistic direction.

Style guides complement mood boards by providing detailed instructions on the specific design elements to be used throughout the map, such as color palettes, lighting, architectural styles, and environmental details. This thorough preparation helps establish a consistent and immersive environment that reflects the era and historical context of the game.

“Reference gathering involves setting the tone of what this environment is about through mood boards and developing style guides.”

After That, the Design Collaboration Starts

Design collaboration is where designers and artists come together to shape the core gameplay elements of the map. This collaboration involves in-depth discussions and brainstorming sessions to determine the type of engagements players will encounter. For instance, the team decides whether the map will emphasize long-range engagements, which favor snipers and require open spaces, or close-quarters combat, which involves tight corridors and rapid confrontations.

Designers focus on the functional aspects of the map, such as player movement, sightlines, and strategic points of interest. They map out the flow of the game, ensuring that players have a balanced and engaging experience. Artists, on the other hand, bring these designs to life by integrating visual elements that support the gameplay. This includes designing environments that not only look visually appealing but also enhance the strategic depth of the map.

“Once we have a broad stroke of what the experience is going to be like, we talk with designers to get them on board. Designers start working through the core beats of the experience.”

Then Finally, the Actual Concept Development

During the concept phase, the main focus is on what players see when they first start a map. There is a design requirement to make sure players can quickly understand their surroundings and options. In Call of Duty, maps usually follow a three-lane strategy, which means there are three distinct paths or choices right from the start. This setup helps players make fast decisions, which is important because the game's action is very quick.

“With Call of Duty there is an average of a typical three-lane strategy. So when you land into the map or when you start into a map you see what are your options ahead of you, and the time to kill is very short so we really try to present that information very clearly to the player.”

To make sure players can easily see their options, the art team must make each path look different. They use visual cues like different colors, lighting, and environmental details to make each path stand out. For example, one path might be brightly lit with open spaces, another might be a dark alley with tight corners, and the third might be an indoor area with unique features. The goal is to guide players visually without making it hard to see opponents. 

The Strategies to Speed Up Call of Duty Map Creation

To speed up the process of map-making in Call of Duty, the team relies heavily on proprietary tools developed in-house. These tools are tailored specifically to the needs of the game and allow the team to work more efficiently than if they were using generic tools available online. 

For each discipline within the team, there are specific tools that assist in their tasks, such as downloading textures or materials. However, the real efficiency comes from the ability to block out maps quickly using these proprietary tools.

Art directors start the process by working with concept artists to pull various assets from a large depot of pre-existing content. These assets, sometimes referred to as ‘kitbash’ assets, are either pulled directly from the depot or sourced online. However, to avoid legal issues and maintain originality, these assets are not used in the final concept. Instead, they serve as placeholders during the initial stages of map creation.

How Saun and His Team Overcome Production Pitfalls

Avoiding production pitfalls in map-making for Call of Duty mainly involves understanding the scope of each map. Initially, the team often aimed for highly customized and bespoke maps, but over time, they realized the need for a more streamlined approach, especially with the increasing number of maps required for downloadable content (DLC). 

Shaun mentioned one key strategy to avoid pitfalls is being more organized and deliberate about the development process. This includes clearly defining when to move from blocking out a map to adding details. Early detailing can hinder designers from making changes, so it’s essential to be thorough during the blackout phase. He explained, “The minute we start to get into detailing, it's harder for designers to then go through and make adjustments, so we really try to be more buttoned up so that artists are not redoing work constantly.”

“We used to use a lot of analytics to kind of adjust from time to time, and now we're being more predictive, more prescriptive of what we're trying to do,” Shaun continued.

Multiple playtests throughout the map development process are also crucial in avoiding pitfalls. These playtests help identify issues such as lines of sight and visual noise behind players, allowing the team to refine and deliver clarity. 

In a Nutshell…

Creating maps for Call of Duty involves creativity, teamwork, and hard work. Shaun Bell, with over 20 years in the gaming industry, explains that it starts with understanding the game’s historical setting and using mood boards and style guides to keep everyone aligned. Designers and artists then collaborate to plan gameplay elements, using a three-lane strategy to guide players. We think it's amazing how these steps come together to create such amazing maps. For the complete interview with Shaun Bell, check out the full episode!

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