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For Emerson Phillips, Titanfall stands as one of the most influential games he's ever experienced as a Technical Designer. With almost 10 years passing since the last entry in the series, he felt it was finally time for someone to give it another shot.
As a Technical Designer, his primary focus is on programming and design, rather than art. To accelerate development, he utilized this Infima Games pack for the general structure and animations. Emerson also revamped the networking systems to support high-speed movement, along with significantly updating combat-related code. Currently, his main goal is to validate the concept, and if the idea moves forward, he'll replace these assets.
Initially, Emerson used Unreal's built-in Chaos system for destruction, but it quickly became clear that the system was more suited for cinematics than for games. The performance was poor; it couldn't be made deterministic, and it would overwhelm the network with messages, causing player updates to stop completely. Instead, he switched to a much simpler Mesh Boolean protocol, allowing him to carve holes in any mesh. While less flashy, this approach is much more reliable and consistent across all clients, offering far better gameplay reliability.
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