Black Ops 6: Zombies

CLIENT

Activision

OVERVIEW

CREDITS

Shortly after the wrap of the Call of Duty 6 intro project, Activision returned with a request for a load movie for the Zombies load mission. As someone whose favourite game mode growing up was Zombies in Black Ops 2, this was a special project for me. Below is the full sequence, followed by individual shots I designed and animated. I was also responsible for the final edit and the transitions between shots.

Shortly after the wrap of the Call of Duty 6 intro project, Activision returned with a request for a load movie for the Zombies load mission. As someone whose favourite game mode growing up was Zombies in Black Ops 2, this was a special project for me. Below is the full sequence, followed by individual shots I designed and animated. I was also responsible for the final edit and the transitions between shots.

Tyrone Magnusen — Senior Motion Designer

Ryan Hays — Creative Director

Liam Proniewicz — Art Director

Harriet Craig — Lead Producer

Josh Thorpe — 3D Lead

Francise Long — Motion Designer

Tyrone Magnusen — Senior Motion Designer

Ryan Hays — Creative Director

Liam Proniewicz — Art Director

Harriet Craig — Lead Producer

Josh Thorpe — 3D Lead

Francise Long — Motion Designer

SHOWREEL

Project Overview

Towards the latter stages of the cinematics, the Territory team and I began shifting our focus to the intro load movie. These sequences introduced the main characters and set the tone for the game. With our deconstructed visual style already well established, this was a chance to push it further and have some fun developing fresh assets for the title sequence.

We carried over the same hands-on, tactile approach from earlier stages — creating textures by hand using arts and crafts tools, then scanning them in to build our custom library. Fingerprints, smudges, copier misalignments, scratches, paint splats, and paper grain all made it in. These elements gave the intro that same gritty, grounded aesthetic that tied everything together.

We started with clean, graphic compositions and then broke them down — misaligning elements, adding distortion, layering in wear and imperfections. It gave the UI a sense of weight and history, like it belonged in the world of the game.

The final sequence above is a selection of the work I contributed to — blending 2D and 3D workflows depending on what each moment needed. Below that, there’s a lovely behind-the-scenes video put together by a good friend and colleague at Territory Studio, offering a closer look at the process behind the visuals.

For the Black Ops 6 intro, we built a hand-made visual language from scanned textures, rough type, and layered imperfections.

More works

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