COD POD | The Official Call of Duty Podcast
Jun 7, 2026 · 34 min · 15 segments
Go behind the scenes of DMZ's development and hear how Infinity Ward built the living world at the center of the experience, shaped by player choice, dynamic encounters, and high-stakes extraction…
It was sick.
I'm so excited to talk about it.
Joe, tell us a little bit about what we saw.
It's this kind of like, you see this state of the world, of what's going on, the juxtaposition of what's being said versus what's being shown.
You're getting a glimpse of Hazen.
And very early on, one of the guys who's not really playing by the rules or not listening to his squad, he gets executed.
So the rest of that video, you're actually watching through the perspective.
He's watching his squad mates as they leave him behind, and they continue.
So you're seeing it through the helmet cam.
That helmet cam perspective, for us, just felt tonally right.
Like, we're not gonna show you exactly everything, but you're gonna get this really cool feel.
Yeah, uh, in general, that whole thing just wraps up, what, four years worth of development.
Then when you see it all come together, you're like, "Wow, we really made a damn game."
[laughs]
But it, it came out really good, I think.
It was sick.
I'm so excited to talk about it.
Joe, tell us a little bit about what we saw.
It's this kind of like, you see this state of the world, of what's going on, the juxtaposition of what's being said versus what's being shown.
You're getting a glimpse of Hazen.
And very early on, one of the guys who's not really playing by the rules or not listening to his squad, he gets executed.
So the rest of that video, you're actually watching through the perspective.
He's watching his squad mates as they leave him behind, and they continue.
So you're seeing it through the helmet cam.
That helmet cam perspective, for us, just felt tonally right.
Like, we're not gonna show you exactly everything, but you're gonna get this really cool feel.
Yeah, uh, in general, that whole thing just wraps up, what, four years worth of development.
Then when you see it all come together, you're like, "Wow, we really made a damn game."
[laughs]
But it, it came out really good, I think.
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