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[Audio] Over the years, the shooter player game Call of Duty has evolved in both game play, modes, character and story mode variations. Originally the user was buying the disc as a piece of property which they owned. However, due to the increase of technology and demand for streaming services, it is not uncommon for the user to be buying an online type license to stream the purchased services event though they still acquired a physical disc upon purchase form a store such as EB Games..

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[Audio] The game modes included fall into several main categories: Online gaming, consisting of single, double or Multi player. Story Mode, Arcade Mode, and Missions Mode. AI is inherently part of the gameplay with all modes accept where the online or LAN gaming is all human based teams..

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[Audio] The example game loop diagram I have prepared is based on a Mission from Call of Duty Modern Warfare 2 Remastered, and is played in Arcade Mode which is designed for a single player. Arcade mode initially starts off with three lives of your character however, if you do well as you progress through the mission, you acquire more bonus lives. The art style is gritty in atmosphere, detailed in graphics, objects and gameplay. Being a Russian Nuclear Missile Base, there are a lot of utilities, storage, rooms, and areas for the game play scene to take place throughout the map. The player has the ability to manipulate and interact with inanimate objects such as shooting them, hiding behind them, moving them, or even climbing on them such as a table. During the game play there are a number of heads-up displays such as time left to impact of the two launched nuclear missiles, current score, lives left, overall time left for the mission, ammo left, type of ammo being used, an icon showing your players current physical position such as kneeling or standing, and a direction compass line located in the middle of the bottom of the screen. When the game is paused, there is a small Heads-up Display of the current interactive area of the map located in the top righthand corner of the screen. This shows you in yellow, your teammates in this case the AI bots on your team, and the AI bots of the Russians in Red..

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[Audio] For this mission "No Fighting in the War Room", takes place in a Nuclear Russian base. In Arcade Mode, the AI is applied to both teams and is represented as multiple soldier bots. In this mission there are three forces the Russians, the UK SAS, and the United Stated Marine Corp. It is a joint operation between the SAS and the Marines against the Russians. The Russians have launched two Nuclear Missiles at the US. The time count is a real time scenario. At the beginning of the mission your team is without the abort codes, yet they are acquired as the game progresses. The mission is to fight past the enemy, access the control room, input the abort codes within the time limit, and get out of the base alive. The first checkpoint is before any interaction with the enemy takes place. From then on, there are a number of checkpoints which the player is spawned to throughout the mission until wether the mission is complete or their player loses all their lives. There are two, time limits within the game play. One which is in reference to the Abort Time and the other is for the Time to Complete the Mission by getting out of the base alive should the missiles Abort Codes be entered. Bonus points are ramped up from 2 to 8 for good play. Bonus lives are given for same..

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[Audio] On the 23rd of November 2023 a situation took place which has only happened to me once before. However, this time I was able to capture the evidence and had saved it to a PDF which is uploaded to my LinkedIn account. Chad Shade, the Head of Global Physical Security for Activision has seen it on my profile. Unfortunately, there has been an estimated 30% of job layoffs over the past month and a real concern regarding the future of Call of Duty and its stakeholders. The slides which I have provided from 5 through 10, shows that the AI in the mission "No Fighting in the War Room" in this case played in Arcade mode has rewritten the game play area. This was either done as a cheat, or to deal with the overclocked increase of information which it was unable to process in time, and as a result, wrote in a "Wall" which does not exist in the proper game playing area. The creation of the wall prevented me completing the mission, as I was unable to access the rest of the game map as the "Wall" blocked the hallway leading to the Heavy Blast Door Area which is needed to proceed through to the rest of the game play..

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The following 4 screen shots show that the game had: created a wall where a wall was NOT SUPPOSED TO EXIST WITHIN THE ORIGINAL CODE. IT HAD LITERALLY REWRITTEN ITSELF. THIS IS NOT THE FIRST TIME IT HAS DONE THIS AND SIMILAR TACTICS, BUT IT IS THE FIRST TIME I HAVE IRREFUTABLE EVIDENCE. NOTICE THAT THIS WAS DONE ON THE HARDEND LEVEL INSTEAD OF THE VETERAN LEVEL WHICH I NORMALLY PLAY THIS AT. IT IS EVIDENCE THAT BY TRAINING AND PRIMING THE Reticular Activated System (RAS) that Faster and Better Decisions are made in line with Tactical Decision Making Under Stress TADMUS, as well as an INCREASE IN DENDRITE GROWTH, CORTICAL ACTIVITY, AND FRONTAL HIGHER REASONING, WHILST INCREASING EQ TO PRESSURE SITUATIONS, and SHORTENING REACTION TIME. AS A CONSIQUENCE OF THIS, THE A1 CODE REWRITES THE GAMEPLAY AREA AS IT HAS NO WAY IN PROCESSING AT A FASTER SPEED DUE TO THE AMOUNT OF RAMPED-UP INPUT FROM MY GAMEPLAY. Page (4 of 10).

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NO FIGHTING IN THE WAR ROOM ALL TIME 2.2 Intel found. page (5 of 10).

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DOES Not EXIST IN GAME PLAY CODE.

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From Veteran Difficulty to Hardened Difficulty 2/2 Intel found.

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4:éo.1 4:49.1 16645 9:02 10 16645 9:01 Difficulty: Hardened 2/2 Intel found. Difficulty: Hardened 2/2 Intel found. page (8 of 10).