GDC18: Designing Titanfall Levels with Action Blocks
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This was so helpful for me. I'm hoping to adapt your tutorial to pull off something similar comparing modern satellite imagery with historical maps. No topo, so my steps should be simpler, but I'm a novice with Blender and you've really helped. Thanks!

Even Top Notch Artists will be replaced by AI. You have no idea what you are talking about. If you do, only very superficial. At the end you are only an employee. You dont have any contact or experience to the High End Echelons we worked on. In 20 years, 40% of workforce working today will be out of jobs. First we will get worldwide financial crash, then AI takes over. Admin will remember my words in not distance future.

by z35
1 days ago

awesome :O

GDC18: Designing Titanfall Levels with Action Blocks
11 September, 2018

Let’s check out another amazing talk from GDC 2018. This time, we’ll learn more about the design challenges behind a standout single-player campaign of Titanfall 2. The game features a number of unique and unexpected levels like “Effect and Cause” and “Into the Abyss,” and the thing is that the team faced some significant challenges discussed by Respawn’s Christopher Dionne at the event. 

First, early development stages evolved around comfortable techniques that led to familiar results, but the team didn’t want an expected and uninspired place. Luckily, Respawn used rapid-prototyping technique artists call “action blocks”, which became the key to their design process. 

The talk covers the level “Into the Abyss” and demonstrates how Respawn used action blocks to build the level, explore gameplay, and generate memorable experiences. Take some time to master a new tool that will help you create fun, unique and surprising gameplay.

You can find the recording here


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