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ABOUT MODERN COMBAT 5:

Modern Combat 5: Blackout is a first-person military shooter and one of Gameloft’s flagship titles in the long-running Modern Combat series. The game features fast-paced multiplayer modes, diverse weapon customization, and cinematic single-player missions, delivering a high-quality FPS experience across mobile and PC platforms.


As a Senior Game Designer, I actively worked on adjusting the shooting mechanics, designed and balanced the weapon and class systems for both PvP and PvE as well as scripting one of the campaign missions.

FEATURES:

  • Modern First Person Shooter
  • Single-player Campaign
  • Competitive Multiplayer
  • Diversity of multiplayer game modes
  • Modern Combat Legacy

TRAILER

MY CONTRIBUTIONS

  • Actively contributed to the development and improvement of the in-house engine and editor - the main drive force behind the project-, collaborating with technical teams to enhance workflow efficiency and feature implementation, .
  • Designed and balanced weapons, abilities, and class systems for both PvP and PvE modes.
  • Implemented and iterated gunplay systems, focusing on damage, damage fall-off, spread, recoil, rate of fire, aiming, camera shakes and feedback responsiveness.
  • Designed and prototyped multiplayer maps focused on flow, readability, and varied engagement ranges.
  • Created and iterated multiplayer game modes, emphasizing team coordination, objective balance, and pacing.
  • Supported live balancing and content updates to maintain competitiveness and gameplay variety, and player engagement.

Complete design of all the weapons present in the game and their progression:

  • 9 assault rifles (full auto, burst-based and single-shot), 
  • 9 shotguns (pump-action,  semi-automatic, full auto), 
  • 9 sniper rifles (full auto and bolt action), 
  • 9 short barrel rifles,
  • 9 SMGs,
  • 8 hand guns
  • 9 RPG / grenade launchers,
  • 9 turrets
  • 9 shields
  • 9 modular weapons


This also involved:

  • individually adjusting each weapon’s parameters such as rate of fire, damage fall-off with distance, ranges, recoil, accuracies in different states (standing, crouch, ADS), crosshair, clip sizes, initial and maximum ammunition, parameters related weapon’s behavior in player’s hand – its physics when strafing, turning, as well as mobility penalties for heavier weapons
  • camera sensitivities for each weapon / type of scope, both in hip fire mode and aiming
  • zoom ratio for each scope while aiming
  • Aim Assist: – magnetic crosshair available only in single player mode with main purpose to ease the aiming for beginners in first person shooter games


Samples:

Ideated, designed and balanced all the specializations available throughout the game: Assault, Heavy, Sniper, Recon, Support, Bounty Hunter, Sapper, X1-Morph, Kommander and Marauder.

This involved:

  • working along with engineering to create prototypes to reflect the specifics of the class
  • balancing the weapons classes available for each specialization
  • defining the perks available for each class, their tier values, unlock system, balancing and progression
  • supervising their correct implementation and management of the resources between the engineering, art, animation, and sound design.


Samples:

Single player Campaign:

Responsible for the second single player mission of the game: Awakening Part 1.

I mastered the complete workflow from sketching phase to final stage including: requests for all features present in the level, their implementation, scripting, integration of sounds, texts as well of creating its unique “on siege” atmosphere with patients held hostages


Miscellaneous: 

prototyped for the breach missions present within the single player campaign


Samples:

Sole designer responsible for all the multiplayer game modes and maps:


Multiplayer Game Modes:

  • Designed and iterated on core PvP modes (Free-For-All, Team Battle, Capture the flag, Zone Control, VIP, Rush, Cargo, Duel), objectives, and scoring logic to support multiple team-based and free-for-all experiences.
  • handled the rules behind the spawn and respawn systems based on distances, line of sight, and other factors
  • handled other specific multiplayer mechanics, like: military support packs (recon aircraft, auto-turret, EMP strike, scout drone, airstrike, bomber), kill assist system, rewards, match end screens
  • Tuned class roles, weapon interactions, and pacing to ensure balanced and engaging combat flow.


Multiplayer Level Design:

  • Created maps optimized for various game modes and player counts, ensuring distinct tactical identities for each environment.
  • Implemented level logic, spawn systems, and objective placement
  • Worked closely with environment artists to align visual fidelity with gameplay clarity and performance constraints.


Samples:

Project's completion

The project started back in 2012 and was released as a Premium mobile game for iOS and Android in July 2014, after 2 years of development. Following the next 8 months, in March 2015, the game was reconfigured to a free-to-play model rewarding the Veteran status to the early purchasers.

I've been involved in the game evolution process for 4 additional years post its release. During this time, MC5 received multiple major content updates — ranging from new soldier classes, weapons, game modes to controller support and character customization.

In October 2018, the game was released on Steam.

In 2019, with the project closing its first major cycle. it has been handled over to another team for more minor updates and porting to other platforms.

The game has been publicly praised about the graphics & presentation, for the core gameplay & action, for the multiplayer modes & content and for the continued updates.

These have been reflected in the notable metrics the project has achieved:

  • over 200 million installs on iOS and Android
  • high App Store ratings & reviews: 4.5+/5 and ~4,2M reviews
  • high values of DAU/MAU along with high revenues