Call of Duty. One of the most successful video game franchises in the world. I was fortunate enough
to get the opportunity to help launch some of these titles while also working on other amazing
projects such as the Call of Duty League and Call of Duty Endowment.
The amount of assets that we've built is something I don't think I could count: From platforms like
XboX, Playstation, and BattleNet, to in-game content.
I set out to elevate the launch key art, produced by an outside agency, and bring it
back in-house. Inspired by the hours of work that had already been invested by
my colleagues, I hit the ground running with a specific destination in mind: Expansion.
The goal of this project was to devise a visual language that was consistent and
recognizable,
and that would also evolve with every season. We needed to showcase each operator and give every
season a unique feel and color palette based on the hero or anti-hero’s backstory.
Historically, the challenge has always been that all main assets are developed by
an outside agency
so we had to forge trust between my team and the stakeholders. This was a tall order since Call of
Duty is Activision’s largest, and most lucrative franchise.
In Season Six, we introduced “Fast Travel” to Modern Warfare. It brilliantly uses the subway system
as the mechanic vehicle. When the idea was introduced and we were asked to actualize the key
art, the mechanic was still in development and wasn’t all the way fleshed out. We requested shots
from our Capture department of the current train stations
that were available to them in the current game build. We also asked our photography agency to
provide
images of our new operator, "Farah”. My team and I used the body of Farah’s double, in addition to a
pre-game launch face image of Claudia Doumit (who plays Farah), to achieve the right look. We also
requested the in-game train 3D model to texture and render.
Team:
Oscar de Leon-Sulecio, Marketing Art Director/Creative Lead, Design | Graydon Driver, Marketing
Senior Designer
| Jared Castle,
Marketing
Manager | Edgar Gamez, Marketing Manager | Joel Emslie, Studio Art Director | Ivan Gamez, Producer |
Quinn Peddelton, Account Coordinator | Mike Martinez, Account Coordinator.
Below is the evolution of the Call of Duty: Modern Warfare Season Six key art, from the initial
background image to the finished product.
I mentored an Associate designer through brainstorming, research, and concept to achieve one of the
best Battle Pass key art for MW 2019. We used a different angle from the seasonal key art and
created a look based on the operator's backstory.
Team: Oscar de Leon-Sulecio, Marketing Art Director/Creative Lead, Design |
Graydon Driver,
Marketing Senior
Designer |
Anne Yost, Marketing Associate Designer.
In Call of Duty titles, Call of Duty Points (CP) function as the virtual currency. Players can
utilize CP to acquire various cosmetic and functional in-game content, including Battle Passes for
tiered rewards, unique weapon blueprints, personalized operator skins, and distinctive calling cards
and emblems.
I designed the look and feel of the physical and digital Call of Duty Points cards, and my team
created and produced the print-ready versions for our vendors and partners.
Team: Oscar de Leon-Sulecio, Creative Lead, Design | In-House Design Team.
My team designed and produced the game box, disc, and insert, including all of the artwork and
print-ready files. We worked closely with our print vendors to ensure that the final products met
our high standards for quality and accuracy.
Team: Oscar de Leon-Sulecio, Creative Lead, Design | In-House Design Team.