
CALL OF DUTY WORLD WAR 2 ZOMBIES

Gameplay and Usability Testing
Tested the implementation of a new menu and UI system to the franchise, including an objective tracking "notebook", and the breadcrumbing of a complex narrative
In different iterations of the game we discovered if players understood why they were trying to accomplish these linked objectives from a narrative standpoint, or if they were just following directions​
Gathered player feedback based on the look of powerups in the game, and whether or not they could understand the advantages they were gaining by simply looking at a symbol
Gameplay Testing
A/B testing on real life environmental changes, and how they influence gameplay and player reception
Difficulty balancing by quantitatively measuring the damage enemies deal, survival-mode rounds players reached, and overall story progression
Researched the implementation of consumable items that dropped from "loot crates", and how that affected player reception to the game mode

Can American Players Speak German?
A big part of WWII's Zombies mode was it's immersive environment located in WW2 Germany. This means all the power ups were labelled, naturally, in German. Our UR department had to run a series of tests on different iterations of the game to nail down when exactly players could distinguish what they were looking at, and know which power ups they were purchasing in game. Eventually, even barely experienced zombies players could guess the power up, first try!