We also discuss the collaboration with Street Fighter and six years of CoD: Mobile-ing
Call of Duty: Mobile is currently celebrating its sixth anniversary, which, as I often say, is no simple feat in the world of live services. Many try and many fail, but this version of CoD has been around for a while and has no plans to disappear any time soon.
They recently released a modern extraction mode and also hosted a Street Fighter collaboration. So there’s something to look forward to, which means there’s something to talk about. So we sat down with Jeffrey Gullett, senior director of production for Call of Duty: Mobile, to talk about DMZ: Recon, the collaboration with Street Fighter, and the game’s longevity.
Can you introduce yourself and your role in Call of Duty: Mobile to our readers?
My name is Jeffrey Gullett, senior director of production for Call of Duty: Mobile. I work across the team to deliver seasonal content, as well as updates and modern gameplay modes like DMZ: Recon.
First of all, what can you tell us about the modern extraction mode, DMZ: Recon?
DMZ: Recon aims to provide players with a modern type of challenge. You drop into the map, complete contracts, get loot, and then decide when to extract. The tension comes from deciding whether to risk staying longer to collect more loot, or to err on the side of caution and escape while you can. It is designed to be quick, electrifying and perfect for mobile gaming.
How does it differ from existing CoD: Mobile variants?
Unlike multiplayer or Battle Royale, DMZ: Recon focuses on fighting enemy bots, fulfilling contracts and occasionally bumping into other players. The massive difference is that you choose when you want to leave. If you stay here too long, your experience will become more complex, but the rewards will also be better. This mode is all about risk versus reward.
Has the addition of this mode been influenced in any way by the recent popularity of Arc Raiders or other extraction shooters like Arena Breakout and Escape From Tarkov? Or maybe it has been developing for some time? If so, what were the inspirations for its creation?
We’ve definitely seen the rise of extraction shooters, especially in Asia. The original DMZ mode from Modern Warfare II was a huge inspiration for us. However, we wanted to create something that would fit Call of Duty: Mobile. We wanted to capture those tense moments where you have to make quick decisions, but also add modern elements to the metagame to give players more opportunities to develop.
The mode has its official premiere today. Do you have any tips for players taking their first steps in DMZ: Recon?
If you’re modern to DMZ: Recon, start by making sure you’re well-equipped before joining. This really influences the course of events. However, if you don’t want to waste time on configuration, exploit the “Quick Fill” option to learn the basics and get started right away.
Once you’re on the map, head towards the contracts. Completing them will assist you earn loot and cash quickly.
Remember that some areas have tougher enemies than others. The harder the fight, the better the rewards, so consider the risks before charging into a heavily guarded area.

I appreciate that it’s still fresh, but do you have any future plans for DMZ: Recon that you can share with us?
We plan to keep DMZ: Recon fresh with modern content, gameplay improvements, and events based on what players like and how they play. We expect the mode to evolve and change, so there will always be something modern to check out.
Call of Duty: Mobile has been doing well for six years. What do you think is the secret to his continued success?
The entire team keeps the game fresh with modern content and makes the game fun to play. We try to bring something electrifying every season and keep everything at a high level. However, delivering the core Call of Duty experience is always our No. 1 priority.
What do you think were the biggest changes introduced during this time?
One of the most striking changes is the sheer amount of content now available. A huge number of maps, modes, weapons and operators are available, giving players more variety and choice than ever before.

In addition to expanding content, the development team is constantly pushing the boundaries of what is possible in the game. They are always looking for groundbreaking ways to improve the visual experience, constantly raising the bar in terms of graphics and design. The introduction of Mythic weapons and Operators is a testament to these advancements. Their incredible appearance and detail are achievements that seemed impossible at first.
You also recently announced a collaboration on Street Fighter. How did this happen?
A few years ago, when we were considering possible IP collaborations, Street Fighter was always on our list. This is such a classic for every player. We knew it would be great to bring these characters to Call of Duty: Mobile. It took us a while, but now that we’re here, we’re all really excited about how it all came together in the game.
What do you think these types of crossovers bring to Call of Duty: Mobile? They seem to be more popular than ever, with games like Fortnite announcing collaborations almost constantly.
Crossovers are a great way to mix things up and give players something they may not have expected. They allowed us to expand our universe into modern areas and attract fans from elsewhere, all while maintaining the core Call of Duty feel.

The heroes are better known for hand-to-hand combat than for using weapons. How did you go about designing each of their special attacks to make them feel like a shooter while still staying true to Street Fighter?
We focused on preserving the appearance and overall mood of the characters. We wanted to make sure that when players saw them, they wouldn’t look out of place. We then designed a specific weapon for each character based on their aesthetic and created something truly unique that helps connect the two games in a way that makes sense.
We also took the classic “Hadouken” from Street Fighter and recreated it instead of the rocket launcher. I think it was a chilly way to bring something so iconic from Street Fighter to Call of Duty: Mobile.
