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 โ€” Senior Motion Designer

Ryan Hays โ€” Creative Director

Liam Proniewicz โ€” Art Director

Harriet Craig โ€” Lead Producer

Josh Thorpe โ€” 3D Lead

Francise Long โ€” 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 helped set the tone for the game. With our deconstructed visual style already well established, this was an opportunity to push it further, experiment with new ideas and develop 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 before scanning them in to build our own custom library. Fingerprints, smudges, copier misalignments, scratches, paint splats and paper grain all became part of the visual language. These elements helped give the intro its gritty, grounded aesthetic, maintaining a consistent look throughout.

We began with clean, graphic compositions before gradually breaking them down through misalignment, distortion, layering and imperfections. This gave the visuals a sense of weight and history, making them feel like a natural part of the game's world.

The final sequence above features a selection of work I contributed to, combining 2D and 3D workflows depending on the needs of each shot.

Below is a behind the scenes video put together by a good friend and colleague at Territory Studio, offering a closer look at the creative process and development of the visuals.

Further down, I've included a selection of individual shots that I personally created and led, highlighting my contributions to the sequence in more detail.

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

TEXTURE

Some of the textures we created came from experimenting with Letraset, paint, scanned acetate and various other arts and crafts techniques. These hands-on processes allowed us to explore different materials and build a library of unique textures to incorporate into the visuals.

TEXTURE

Some of the textures we created came from experimenting with Letraset, paint, scanned acetate and various other arts and crafts techniques. These hands-on processes allowed us to explore different materials and build a library of unique textures to incorporate into the visuals.

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