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Greg Reisdorf

@gregreisdorf

Co-Founder Oncade | Ex Call of Duty MP Creative Director | Ex EA

4 664Followers
254Following
679Posts total
617.1KViews on collected posts

Últimas publicaciones

@gregreisdorf Thanks for all your work over the years! 🤝🏻 3.5K views · 49 likes · 1 reposts · 0 replies Open on X →
Cel-shaded maps with damage numbers and arcade modes gave MWIII a fresh, almost new-game feel. It was a bold stylistic change that worked. 5.4K views · 87 likes · 0 reposts · 1 replies Open on X →
Thank you to the incredible team at Sledgehammer Games and the amazing Call of Duty community. It’s been an unforgettable journey, and I’m so grateful to have been part of it. Here’s to what’s next! 🚀 19.6K views · 323 likes · 6 reposts · 37 replies Open on X →
Across MW3, AW, WWII, Vanguard, and MWIII, I learned so much about innovation, balance, and community. Features like dynamic maps, customizable streaks, and unique modes taught me to embrace bold ideas—even when they didn’t land. 14.4K views · 134 likes · 0 reposts · 7 replies Open on X →
We shipped over 20 modes during MWIII’s live season. Some were one-offs that ran for a week or two but could’ve been core modes with more polish. Still, the variety made every week feel dynamic. 5.4K views · 93 likes · 1 reposts · 1 replies Open on X →
My general philosophy on design is make it playable, fail fast and don’t be afraid to change or cut. Interestingly, many designers will get stuck on a single idea and try to “polish” out any issues. You can polish shit, but it’s still shit. 41.8K views · 240 likes · 11 reposts · 2 replies Open on X →
Bitvela… with Bit Party. Very cool look with some fun big head mode action as well as with movement opened up a bit more. This is a great example of a cool idea taking off within the team. It even had its own trailer! https://t.co/Qpq7S8jQHa 7K views · 78 likes · 0 reposts · 1 replies Open on X →
Reskinned maps were a fun variety add. My favorite look was Tetanus (Rust), though Sporeyard still played the best. With 53 maps total(!?) for MWIII, the variety was insane. 6.9K views · 137 likes · 2 reposts · 2 replies Open on X →
Experimental modes like Get High/Get Higher and Juggermosh (a giant bullet sponge running around in 3rd person) pushed boundaries. Both ended up working well because they brought variety and broke the mold of traditional modes. 6.5K views · 113 likes · 0 reposts · 2 replies Open on X →
MWIII was packed with content: AMPs, weekly challenges, and events that kept things fresh every week. Players always had something new and interesting to come back to. 6.1K views · 167 likes · 2 reposts · 1 replies Open on X →
Purgatory for Warzone was another mode I dabbled directly in, mixing AI with respawn mechanics. It relied heavily on player motivation rather than traditional objectives, which created a unique but niche experience. 6.3K views · 86 likes · 0 reposts · 1 replies Open on X →
I worked directly on live season modes Snowfight and Infectious Holiday in Season One. All or Nothing was another, it turned out to be just “Nothing” as it was broken out of the gate—it was nice to get some hands-on time. 6.2K views · 84 likes · 0 reposts · 1 replies Open on X →
Carrying forward content into MWIII was a huge effort and added great value, but it raised an interesting question: Is it better to start fresh or bring everything forward? I think starting fresh, like Bo6 did, creates fewer constraints from older content (looking at you, Groot). 6.2K views · 144 likes · 1 reposts · 3 replies Open on X →
The 10-attachment system was a mixed bag. It simplified some aspects while overcomplicating others. Honestly, at this point, the sheer number of attachments feels excessive. Some simplicity might have been better. 10.7K views · 109 likes · 1 reposts · 1 replies Open on X →
Revisiting MW2 maps for MWIII was a treat. Adding small touches like Shepherd’s skull with a knife in it on Rust or the old lady on Rundown was fun and gave these maps a fresh twist. Seeing those details come to life was incredibly rewarding. 10.8K views · 151 likes · 2 reposts · 3 replies Open on X →
Arms Race was another overlooked mode. It involved taking all the bases on a large map. It had defendable zones and a slower pace that I really liked. While it didn’t get much attention, it still holds a place in my heart. 10.6K views · 80 likes · 0 reposts · 2 replies Open on X →
Champion Hill was one of the most original ideas in Vanguard. It blended round-robin tournaments with CoD mechanics. We had bye rounds and buy rounds—fun but definitely niche. I still believe there’s room for modes like this in the future. 10.6K views · 99 likes · 0 reposts · 4 replies Open on X →
Combat Pacing rocked when it worked. Modes like 7v7 Shipment were pure chaos—but in the best way possible. It’s a reminder of how fun CoD can be when you’re willing to let your K/D go and just play for fun. 10.9K views · 116 likes · 1 reposts · 2 replies Open on X →
Vanguard’s destructible environments felt alive. Watching walls crumble and pathways open up during gameplay brought an extra layer of chaos. Some destructible elements were "meh," but seeing a map completely torn apart by the end of a match was so satisfying. 11.5K views · 90 likes · 0 reposts · 1 replies Open on X →
Vanguard’s maps had two distinct styles: discovery maps (like Red Star) and 3-lane maps (like Hotel Royale). Discovery maps probably felt ok in the moment as 2019’s success was still fresh, but I’m firmly in the camp of gameplay over mil-sim. 3-lane maps win every time. 11.2K views · 134 likes · 8 reposts · 2 replies Open on X →
Patrol was such a fun mode in Vanguard. It combined classic Hardpoint gameplay with constant movement. I’d love to see it make a comeback someday. 10.7K views · 105 likes · 1 reposts · 1 replies Open on X →
Vanguard had a full-featured clan system with unlocks and rewards, but I bet most people didn’t even realize it. It’s one of those things that quietly added depth for players who leaned into it. 10.5K views · 83 likes · 1 reposts · 1 replies Open on X →
WWII’s HQ brought ambitious ideas like the 1v1 pit, streak practice, and the Activision Arcade. Launch hiccups caused technical setbacks, and many features became opt-in only. Despite this, the HQ’s “Prestige-only” areas and exclusive content had a charm I loved. 13.3K views · 132 likes · 1 reposts · 4 replies Open on X →
Corporal Green, the quartermaster… was replaced by the Butcher… Her first name was Helen. I always thought she looked good in brown, but she still looked like Helen Green. It’s a childhood joke, however it inspired a character. https://t.co/Ze2iXGiiOK 12.9K views · 83 likes · 0 reposts · 1 replies Open on X →
Divisions in WWII locked weapons to specific classes, creating hard restrictions!? It’s tough to look back and know we shipped this way. At least we fixed the mistake as soon as we could. 11.6K views · 89 likes · 1 reposts · 1 replies Open on X →
WWII factions initially allowed only Allied customization. With DLC, players could change Axis soldiers to Valkyrie inspired soldiers. While this added options, I firmly believe factions should remain distinct for gameplay clarity. If America’s Army can turn enemies into 11.9K views · 78 likes · 0 reposts · 1 replies Open on X →
Bloodshed Gear rewarded players for headshots or Bloodthirsty medals, but the gear only lasted for 5 minutes of match time, unless you continued to complete the challenges. I thought it was neat, but players didn’t like losing items—even when we warned them it would happen. 24.3K views · 85 likes · 1 reposts · 7 replies Open on X →
The 3D lobby was inspired by “Swamp People” title credits. During a 2012 holiday trip to my parents’ house, they had it on TV, and it stuck in my head. That random inspiration turned into a CoD staple, letting players show off their hard-earned rewards. Seeing that idea come to 14.3K views · 85 likes · 0 reposts · 1 replies Open on X →
The emblem editor was a hill I would have died on. I can’t count how many times we had to moderate things like swastika-cocks, but I would’ve fought to keep it. I may have once even said, “I’ll cut the entire game before I cut the emblem editor.” I loved that we were able to get 16.7K views · 217 likes · 9 reposts · 4 replies Open on X →
DLC2 introduced the grappling hook, which opened up new ways to play. It was one of the coolest tools we added. Taking out other players with grapple was very satisfying. 14.6K views · 89 likes · 0 reposts · 2 replies Open on X →

Growth & engagement

How the posts we collected actually performed: views and reaction rate post by post, what the audience did with them, and where the follower count goes.

Views per post

10.7K13 Jan
6.2K
6.2K
6.3K
6.1K
6.5K
6.9K
7K
41.8K
5.4K
14.4K
19.6K
5.4K
3.5K

Last 14 collected posts, oldest on the left. The scale is logarithmic: one post can outrun the rest a hundred times over.

Engagement rate per post

1.04%13 Jan
2.40%
1.37%
1.38%
2.77%
1.78%
2.03%
1.12%
0.62%
1.75%
0.99%
1.88%
1.63%
1.45%

Reactions — likes, reposts, replies and quotes — divided by views.

What the audience does

Likes93.2%3 560 in total
Reposts1.3%50 in total
Replies2.5%97 in total
Quotes0.4%16 in total
Bookmarks2.5%96 in total

Share of every reaction we collected for this account. Replies mean argument, reposts mean endorsement, bookmarks mean the post was worth keeping.

The follower curve appears once this account has two daily snapshots — we take one a day, and this one is on its first.

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