Raven Director David Pellas Goes In-Depth On Call Of Duty: Modern Warfare Remastered

by IvanDowdle226979 posted Sep 07, 2026
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Call of Duty campaigns have evolved over the years. Call of Duty 4 made it a cinematic experience, Black Ops II added divergent paths, and then there was a degression with the most recent games. How will Infinite Warfare evolve the typical Call of Duty campaign?


It's Timesplitters . What gamer doesn't want to see the series brought forward to modern consoles? It's probably more of a surprise that the franchise hasn't had a remastered collection already, especially as the Timesplitters series would likely thrive on any console. However, the Nintendo Switch would be the best home for a direct port of the g

video-game-controller-front.jpg?width=74[David Pellas] It was always the intention. So what happened when were first started this project, we had to establish the visual bar we were going to hit for this remaster. The team did really did deep dive and figured out what we wanted to do and we were able to achieve that high bar and we started on the next maps. We quickly realized that we didn't have enough time to do all 16 maps to that visual quality bar in the time that we had left in order to ship day and date with Infinite Warfare. So we worked with our partners at Activision, and we determined that we felt really confident that we could get the 10 maps done and get the bar that we wanted in that time frame. We decided that that is what we were going to focus on, but we had always planned on shipping the additional maps, but the timing just wasn't right for it.


It may not be the most recent in the Far Cry timeline, but it's still one of the best open-world shooters out there. With so many Assassin's Creed games already ported over to the Switch, it feels like it's time Ubisoft shared that same love with Far C


The fps game ranking was a success for many gamers thanks to the high-quality gunplay enhanced by the TMD (Time-Manipulation Device), a device that allowed players to manipulate time objects and enemies with varying effects. It was a fun concept and backed by an interesting time-hopping story, Singularity delivered a stand-out shooter experience. It's a shame more gamers haven't experienced


Sledgehammer Games has published an official blog post detailing the day one patch notes for Call of Duty: Modern Warfare 3 . The notes were announced on social media and made available for fans to check out. Among many other tweaks and fixes, the patch addresses various glitches causing crashes, bugs affecting audio, changes to multiplayer UIX, increased menu options and HUD elements, new perks, and plenty of presumably balance-related changes made to various weap

Hardcore Gamer was at Call of Duty XP in Inglewood all week long, immersing ourselves in everything Call of Duty. We’ve already posted our hands-on impressions of Infinite Warfare and a myriad of news, but now it’s time to delve deep into the inner-workings of this year's releases. After talking with Infinity Ward about Infinite Warfare's multiplayer and Lee Ross about Zombies in Spaceland , we sat down for an extended roundtable with Raven Software Studio Director, David Pellas, to learn about the process of remastering Call of Duty: Modern Warfare. The session ended up being refreshingly candid and brought forth multiple revelations about the development of the title.

So we started with the bones and we have a really strong partnership with Infinity Ward. We've been working with them since Modern Warfare 3 and in fact this year this will be our tenth COD. So we've been around the block will all of the partner studios for a very long time. The engine that we used is actually the latest version of the COD engine. Now there always comes a time in development when the lead studio needs to take the current engine and branch off so we can focus on different aspects for our own project. So it's not the exact same engine being used in any other game but that was kind of the point at which we had to establish what we were going to focus on and what we needed to move forward with. So we started with what was already there, we had all the layouts, all of the source code, all of the materials, all of the textures and all of the models. Everything from the original game we had access to it, and we got that because Infinity Ward was working with us on that. What we did was we started with the gameplay. We wanted to make sure we had the timing down right, we wanted to make sure that feel of it in the engine, because the engine is actually an upgraded version of the one that we had used. It's really hard to talk about upgrades to engines and give them a name, that's why they're really generic with the COD engine.


To get into the next supply area, players will have to climb the external scaffolding just outside the stuck door and climb inside the window on the seventh floor. Drop to the bottom of this stairwell and open the supply crate to find the Mini

I agree that that's classic, however, when we popped that in there it did not look good. It really looked dated and it didn't feel like it belonged in this modern space with this game, especially with all the other improvements we made along the way. So we figured out what the timing was for the ADS and decided we could not deviated from that in our limits. Then we created the animation that moves up and it feels more natural because you connected to your weapon a little bit more and at the last minute if you noticed it, it still pops. We felt that that was an important part, but we ended up doing more of an animation into that. So those are just a couple of different ways we took that.


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