PRO DESIGN TIPS - "THREE C's": "Call of Duty: Advanced Warfare” (Activision, 2014.)

Опубликовано: 23 Март 2026
на канале: The Unreal Takeaway
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COMMON GAME DESIGN TECHNIQUE EXAMPLE: Character, Camera, Controller (the "three C's")
This is the “traffic” mission from Call of Duty: Advanced Warfare, and as I think
you might have guessed, it really was me playing that, as evidenced by the rather abrupt
conclusion. The answer here is that they’ve taken Frogger, a game released in 1981,
and translated it into a modern game engine with flashy graphics, sound effects, a
first‑person controller, and some enemies shooting at you. However, the gameplay is
essentially the same, with “sprinting” replacing “jumping.” The only real flaw here, I
would suggest, is that without the top‑down view, you’re unable to judge what’s com‑
ing and the speed at which it’s coming. Hypothetically, if an otherwise excellent player
misjudged the timing, they may get hit by a car. From a “Three Cs” perspective, we
can now see there was a gameplay‑driven purpose for the top‑down camera in Frogger.

WANT MORE TECHNIQUES? this TEXT is an ABRIDGED EXCERPT from the BOOK: Teaching Video Game Design Fundamentals: A Guide for Educating with Practical Examples and Learning Materials. (Andy Sandham, Routledge/Taylor and Francis/CRC Press 2025)

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