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Antonius Aurelius

Antonius Aurelius

Tony writes about Biblical Antiquity for Oxford University and Academia.edu, Tony writes for Got Questions, Medium, Savana East and is published by Simon and Schuster / Pocket Books, Millennium House and Global Book Publishing. His works are available on Amazon, Barnes and Nobles and wherever books are sold.

Tony has contributed research for the publications Christianity - The Holy Trinity Controversy

by Millennium House.

Biblica" - The Revelation of John - Global Book Publishing,

The Search for King David - National Geographic.

 

Other Published Works Include.. 

Tony has been a thesis advisor for postgraduate students majoring in Theology at Oxford University and advised filmmakers that created biblically based productions.

FILMS:

  • 1998 - Prince of Egypt

  • 2000 The Miracle Maker

  • 2000 - Joseph King of Dreams - Animated Feature

  • 2003 - The Gospel of John

  • 2006 - The Nativity Story

  • 2014 - Exodus Gods and Kings

  • 2016 - Ben Hur

  • 2018 - Paul - Apostle of Christ.

Antonius Aurelius as the technical Biblical Advisor for 1998's animated feature The Prince of Egypt
Antonius Aurelius as the technical Biblical Advisor for the 2000 animated feature The Miracle Worker
Antonius Aurelius as the technical Biblical Advisor for the animated feature Joseph King of Dreams
Antonius Aurelius as the technical Biblical Advisor for 2003's The Gospel of John
Antonius Aurelius as the technical Biblical Advisor for 2006's The Nativity Story
Antonius Aurelius as the technical Biblical Advisor for 2014's Exodus Gods and Kings
Antonius Aurelius as the technical Biblical Advisor for 2016's Ben Hur
Antonius Aurelius as the technical Biblical Advisor for 2018's Paul - Apostle of Christ

TELEVISION:

In 2007, Tony was the technical advisor on the series Ancient Secrets of the Bible, which scientifically examines the Bible's mysterious and controversial stories, which included..

  • The Ark of the Covenant-  Lost or Hidden

  • Battle of David and Goliath

  • The Fiery Furnace

  • Samson

  • Sodom and Gomorrah

  • Walls of Jericho

  • Tower of Babel

  • Have We Found the Garden of Eden

  • Bible Code

  • Adam and Eve

  • The Rapture

  • Did Jesus Journey Beyond the Holy Land.

Antonius Aurelius as the technical Biblical Advisor for 2007's television series The Ancient Secrets of the Bible

SOFTWARE:

Call of Duty Modern Warfare 4

Tony’s work on 2026's Call of Duty, Modern Warfare 4 surrounds the upgrades in the game. The biggest upgrades come from the new progression and customization systems.

 

Weapon Upgrades

  • Gunsmith returns with deeper weapon customization.

  • Attachments are now shared across weapon classes, making it easier to build weapons.

  • A new system called Apex Attachments unlocks after fully leveling a weapon. These can significantly change how a weapon performs, including:

    • Handling

    • Fire behavior

    • Stealth capability

    • Tactical utility

    • Combat role

Load Out Upgrades

You build a complete load out that includes:

  • Primary weapon

  • Secondary weapon

  • Lethal equipment

  • Tactical equipment

  • Field upgrade

  • Three perks

  • Kill-streaks

 

A major change is that kill-streaks are now assigned per load- out, so each class can have its own streak setup.  

 

Operator Upgrades

  • Operators can be customized as part of each load-out.

  • Special operator skins and packs are available through progression and premium editions.  

Prestige Upgrades

  • When you reach max rank, you can choose between:

  • 1. Classic Prestige – resets unlocks but gives bonus XP and exclusive rewards.

  • 2. Regular Prestige – keeps your load-outs while continuing progression and earning rewards.  

 

DMZ Progression

The returning DMZ extraction mode includes:

  • Gear collection

  • Equipment upgrades

  • Extraction rewards

  • Dynamic missions and weather systems that affect gameplay.  

 

New “Gunny” Assistant

A new feature called Gunny can automatically suggest and build weapon setups for:

  • Close-range combat

  • Mid-range combat

  • Long-range combat

 

This helps players quickly create effective weapons without manually tuning every attachment.

IMG_0591.jpeg

Story

North Korea launches a full-scale invasion of South Korea, creating a conflict that threatens to spread worldwide. 

 

You Play As:

  • Private Park, a young South Korean soldier fighting during a North Korean invasion.

  • Captain Price, who is operating outside official military channels and is being hunted.

Captain Price

Other Special Forces Units involved in Missions Across Multiple Countries.  

 

The Campaign Includes:

  • Trench warfare and Urban combat in Korea.

  • Missions in New York.

  • High-speed chases in Paris.

  • Special operations missions in locations such as Mumbai.  

The Game Launches on October 23, 2026 for:

  • PlayStation 5

  • Xbox Series X/S

  • PC

  • Nintendo Switch 2​​

It will not be released for PlayStation 4 or Xbox One.  

The game is developed primarily using the IW Engine, Infinity Ward’s proprietary game engine. The engine itself is written largely in C++, which is the standard programming language for most major AAA video games because it provides high performance and low-level hardware control.

 

The Game Also Uses:

  • Custom scripting languages for gameplay logic and missions.

  • Graphics APIs such as DirectX on PC and Xbox.

  • Platform-specific code for PlayStation and Nintendo systems.

 

The developer is Infinity Ward, working with Activision and other Call of Duty studios including..

  • Aurelius Code (California)

  • Raven Software⁠ (Wisconsin)

  • Beenox⁠ (Quebec, Canada)

  • High Moon Studios⁠ (California)

  • Sledgehammer Games⁠ (California)

Clash of the Clans

Tony developed the monetization plan for Clash of

the Clans, which is a mobile strategy video game developed and published by Supercell. It was released for iOS on 2 August 2012 and Android on 7 October 2013, and later Windows on 23 October 2023.

Clash of the Clans became an App Store top 5 download between December 2012 and May 2013, and this success has been described as helping to usher in a new era in single-player gaming on mobile devices.

In 2013 Clash of Clans was the third-highest game in revenue generated in the App Store and number one on Google Play. In February 2014 it was reported that the game was generating US$654,000 in daily revenue for Supercell.

In 2015, the game was the top-grossing app on both the App Store and Google Play, with an estimated revenue of 1.5 million dollars per day.

It was the fourth most installed app in the App Store and the seventh most installed app in the Google Play Store, where it had amassed 500 million downloads by 2018. As of 2018 Clash of Clans has generated more revenue than any other app on the App Store, having brought in a revenue of over $6.4 billion since its launch.

Antonius Aurelius helped develop the monetization of 2013's Boom Beach

Boom Beach

Tony again designed the monetization for Boom Beach, a multiplayer online real time strategy game for iOS and Android, developed by Supercell, It was launched in Canada on 11 November 2013 and released worldwide on 26 March 2014

Boom Beach is a strategy game that combines attacks on and from other players with attacks against computer-generated (NPC) bases. The game's storyline is set in a tropical archipelago with the player on an island with defenses and troops (similar to Supercell's Clash of the Clans.

Same Core Tech As Clash 

 C++ for the core engine, with Objective-C/Java for platform-specific code - same stack Supercell used for Clash of Clans.

Antonius Aurelius helped develop the monetization of 2013's Tomb Raider Laura Croft

Tomb Raider - Lara Croft

Tony contributed to the design and monetization of the platform game Tomb Raider. A 2013 Action Adventure game developed by Crystal Dynamics and published by Square Enix’s European branch. It is the tenth main entry and a reboot of the Tomb Raider series, acting as the first instalment in the Survivor trilogy that reconstructs the origins of Lara Croft.

Tomb Raider (2013 reboot) by Crystal Dynamics:

Main programming language

C - This is the core language used for the game. The 2013 Tomb Raider runs on the Crystal Engine, Crystal Dynamics' proprietary engine, which is written in C like most AAA game engines. 

•  The game needed high-performance 3D rendering, physics, and the TressFX hair tech that AMD built for it.

•  DirectCompute programming language was used for the TressFX hair simulation to unlock GPU parallel processing.

•  Real-time physics for Lara's hair treated each strand as a chain with dozens of links 

 

Other tech details

•  Engine: Crystal Engine

•  Platforms: Originally PS3, Xbox 360, Windows, then ported to Mac, Linux, PS4, Xbox One

•  Graphics API: DirectX 9/11 on Windows 

 

Quick summary: 2013 reboot was built in C using Crystal Dynamics' Crystal Engine, with DirectCompute shaders for advanced effects like TressFX's hair.

Antonius Aurelius helped develop the monetization of 2012's Clash of the Clans

Aurelius - Development codes used for Clash.

Clash of Clans was built using several programming languages for different parts of the game:

 

Client side - What runs on your Phone:

•  Objective-C and C - These handle the main game code on iOS/Android devices

•  Swift was also used early on for the user interface 

 

Server side - Supercell's backend

•  Java - Powers the game servers

•  Supercell later migrated some iOS development to Kotlin and Java using Xamarin for better cross-platform compatibility 

 

Other tech in the stack

•  Graphics: 3ds Max, Photoshop, Flash

 

NOTE: Big mobile games often split languages by platform and purpose. C gives high performance for graphics/physics on devices, Objective-C/Swift handle iOS native stuff, and Java runs well on servers. 

 

In short: C + Objective-C for the app, Java for the servers

Antonius Aurelius helped develop the monetization plan and reboot of 2012's League of Legends

League of Legends

In February 2011, Tencent invested $400 million for a 93 percent stake in Riot Games. In 2012, in response to toxicity and harassment in League of Legends, Riot Games launched a "player behavior team" of psychologists to combat harassment on its platform.

League of Legends uses multiple languages

Core game engine - 2009 to 2012 era

•  C - Primary language for the game engine and performance-critical systems. This handles rendering, physics, real-time gameplay, and all the stuff that needs to run fast.

•  Lua - Used heavily for scripting gameplay mechanics, champion abilities, and logic. This lets Riot update champions quickly without recompiling the whole game.

 

Other tech in the stack

•  C# - Game logic, UI, and tools. Especially after Riot moved parts of the front-end to Unity-style workflows.

•  JavaScript/HTML5 - The client was rebuilt using Chromium Embedded Framework, so the launcher and UI use web tech.

•  Erlang - Chat and messaging systems.

•  Python, Java, Go, Ruby - Various backend services and tools

Early League ran on a custom engine, then Hero Engine was mentioned for some development phases. The key point: the core is C, with Lua for game scripting.

Quick summary: C for the engine + Lua for gameplay scripting were the main languages around 2012. C#, JavaScript, and others handle client/server stuff.

 

Quick summary: Similar to other big MOBAs and MMOs - C gives the speed for 10 players + 100s of abilities happening at once, while Lua gives designers flexibility to tweak champions fast.

Antonius Aurelius helped develop the monetization of 2020's Assassin's Creed Valhalla

Assassins Creed Valhalla 

Tony contributed to the design and monetization for Assassin's Creed Valhalla, a 2020 action role playing game developed by Ubisoft Montreal and published by Ubisoft. It is the twelfth major installment in the Assassin’s Creed series, and the successor to 2018's Assassins Creed Odyssey.

 

Principally set in the years 872–878 AD, the game recounts a Viking fantasy story during their expansions into the British Isles. Players control Eivor Varinsdottir, a Viking raider who, while attempting to establish a new Viking clan in England, becomes embroiled in the centuries-old conflict between the Assassin Brotherhood, who fight for peace and liberty, and the Templar Order, who desire peace through control.

 

The game also includes a framing story, set in the 21st century, which follows Layla Hassan, an Assassin who relives Eivor's memories so as to find a way to save the Earth from destruction.

 

Overall, the game is the second most profitable title in Ubisoft history. It went on to become the fifth best-selling game of 2020 and the sixteenth best-selling game of 2021 in the US. By February 2022, the game had made over $1 billion in revenue.

Assassin's Creed Valhalla (2020) Was Built Using:

Game Engine & Core Language

•  Engine: Ubisoft Anvil - specifically the version used for Valhalla

•  Programming language: C - This is the industry standard for AAA game engines. Anvil is Ubisoft's proprietary engine written in C, used across the Assassin's Creed series

•  Platforms: PS4, PS5, Xbox One, Xbox Series X/S, Windows, Stadia

Like other big open-world games, Valhalla needs the performance of C for its massive map of England and Norway, real-time combat, physics, AI systems, and detailed graphics. Anvil has been evolving since the first Assassin's Creed in 2007 - Valhalla used the latest iteration called "Ubisoft Anvil".

Quick summary: C++ via the Ubisoft Anvil engine 

The game also has its own fictional Isu language created by developer Antoine Henry, but that's in-game lore, not the programming language used to build it.

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