GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.

If you've registered for GDC, you can use the same login credentials. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.

Building Headquarters: The Social Hub in 'Call of Duty WWII'

Riley Pietsch  (Senior Systems Designer, Sledgehammer Games)

Location: Room 2005, West Hall

Date: Wednesday, March 20

Time: 11:30 am - 12:00 pm

Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Design, Production & Team Management

Format: Session

Vault Recording: Video

Audience Level: All

'Call of Duty: WWII' introduced a brand new feature called Headquarters, a 48-player social hub where players interact with character-driven storefronts, play minigames, show off their accomplishments, and engage with the community in new ways. This talk is a design and development retrospective: what the experience goals of the feature were, what design philosophies were held during development, what challenges were faced, and ultimately, what worked and what didn't. The presentation covers a variety of successes, pain points, and lessons learned while creating a 3rd person, largely non-combative and non-competitive feature within the Call of Duty universe.


This talk offers honest insight into the development and exploration of a new multiplayer space and set of systems within an established franchise. The content covers lessons, philosophies, and a retrospective analysis that can benefit anyone looking to better understand the creation of social and experimental features, as well as how design decisions (large and small) along the way impact the final player experience.

Intended Audience

This talk is intended for all designers and developers looking to understand the intent, decisions, and unknowns that come with creating new multiplayer systems and social features. No prior knowledge or experience necessary.