Ross Carey
Level Design
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Using Self-Determination Theory to Create Engaging Encounters in
Large-Scale Battles
I wanted to create a battle in Call of Duty Players get to fight alongside multiple
large-scale fight. I wanted players to feel many different powerful weapons, and
4 that put players on the front lines of a
like they were fighting in a battle that was
larger than any single encounter. Players
get to choose how to approach the battle,
as it is set up for non-linear objectives.
Players fight their way through a war-
torn city to destroy two enemy anti-
aircraft positions to clear the way for
allied air support. Once both positions
are destroyed, players must survive as
multiple waves of enemies counterattack
their position.
40
LEVEL DESIGN
allied Non-Playable Characters, use
call in airstrikes on their enemies. The
goal was to give the player as many tools
as needed to play and fight how they
wanted and to complete their objectives in
whatever way fit their individual play style.