Sledgehammer Games


Senior Systems Designer

MAY 2016 TO JUNE 2018

Systems Designer

While on SHG's multiplayer design team, I shipped Call of Duty: WWII. I developed the initial pitch for a new loadout system (Divisions) and led the feature from concept to completion. During Live Ops, I drove an overhaul of Divisions to rebalance & refresh core gameplay. Post-release I also designed new Divisions to keep the game fresh and respond to fan feedback. I was responsible for the player respawning system, which statstically had the best results of any Call of Duty. Lastly, I represented the SHG MP Team at Press & Community Events and Esports Tournaments.



JUNE 2015 TO APRIL 2016

Software Development Engineer

While at Xbox, I worked on the console's dashboard (how you launch games, connect with friends, buy from the store, etc.). In November 2015, I shipped the New Xbox One Experience to over 15 million consoles. During Winter 2015, I independently prototyped a feature that fans craved, successfully pitched it to stakeholders and developed a system robust enough to pass technical reviews. In Spring 2016, I improved features I owned via monthly updates, and made key contributions towards allowing for a game to be bought once and played on both Xbox and PC.


343 Industries


Software Development Engineer

One of my main contributions to the Halo Channel was linking the Netflix-style video app to the game
Halo: The Master Chief Collection. This allowed Halo TV shows to launch into campaign missions or competitive playlists that related to the current on-screen content. On Halo 5: Guardians' campaign engineering team, I created a framework to allow AI units to use the game's new spartan abilities. If you see one of your squadmates in the campaign Shoulder Bash a grunt or Evade a grenade thrown by an elite, I helped make that happen.




Gameplay UI Programmer

I revamped how information about Sims' relationships is shown to a player in The Sims 4. Specifically what info players see when Sims have conversations, or when they mouse-over a Sim for selection. Systems I developed were used for the implementation of menus to view all of a Sim's relationships. Additionally during a game jam, I successfully pitched and implemented an in-game dinosaur toy with an entirely new set of interactions from other Sims titles. This easter egg caught fans' imaginations when found in the released game.


Since: 2007

MacKenzie Bates

Since: 1993