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Details on next Call of Duty surface through job listings

Posted on March 3, 2014 AT 12:48pm

A series of job openings at Sledgehammer Games have hinted at some of the innovations we can expect from this year’s Call of Duty title.

The hiring notices appeared on Gamasutra’s jobs page, where they were spotted by MP1st. Of particular note is a listing for a temporary visual effects artist, who’d need “to create the most exceptional real-time effects with hyper realism for our current project.” Among their potential duties would be “vehicle destruction, large-scaled rigid body simulations [in layman's terms, big stuff collapsing] and environmental effects such as fire, smoke, water, and weather system.”

While it’s entirely possible that these effects would be limited to setpiece moments within the campaign, it’s also reasonable that Activision would want to emphasize dynamic events in multiplayer after Battlefield 4‘s big push into “levolution” last year. Large scale destruction and weather effects were two of that game’s focal points. That both are specifically mentioned in this job listing may be a sign that Call of Duty will be doing a bit of keeping up with the Joneses.

This year’s Call of Duty marks the first entry in the franchise to be developed on the new three-year development cycle. It’s also the first game developed primarily by Sledgehammer Games, a studio that’s helped out on prior titles and even had their own third-person take on the franchise well into development before it was cancelled.

Last month, Activision CEO Eric Hirshberg revealed that this year’s Call of Duty is taking a next-gen-first approach, with the PlayStation 4 and Xbox One as the primary platforms. Older consoles, he said, will be getting a “version of that,” but presumably not a one-to-one port.

Given the pattern of prior years, we can expect to hear a whole lot more about this new Call of Duty as we get closer to E3. If patterns hold, the game will be out sometime around November for both generations of consoles.

Josh Harmon, Associate Editor
Josh Harmon picked up a controller when he was 3 years old—and he hasn't looked back since. This has made him particularly vulnerable to attacks from behind. He joined EGM as an intern following a brief-but-storied career on a number of small gaming blogs across the Internet. Follow him on Twitter @jorshy. Meet the rest of the crew.

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