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Designing Unforgettable 'Titanfall' Single Player Levels with Action Blocks


Christopher Dionne (Senior Game Designer, Respawn Entertainment)

Location: Room 2001, West Hall

Date: Wednesday, March 21

Time: 3:30pm - 4:30pm

Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Design

Format: Session

Vault Recording: Video

Audience Level: All

'Titanfall 2' delivered a standout single player campaign, highlighted by unique and unexpected levels like "Effect and Cause" and "Into the Abyss." For the design team at Respawn, however, getting there presented significant challenges. Early development was based on comfortable techniques and led to familiar results, threatening to skew the game to an expected and uninspired place. Fortunately, they found a rapid-prototyping technique they call "action blocks", which became central to their design process. With the development of the level "Into the Abyss", this session will demonstrate how Respawn used action blocks to conceive the level, explore gameplay, and create some of their most memorable experiences. By the end you'll have a new tool to help create fun, unique and surprising gameplay.


Attendees will gain insight into a key part of Respawn's development process, specifically a technique for rapid design prototyping which can be used to conceive and refine gameplay ideas.

Intended Audience

This presentation is intended for designers or any developer interested in a technique that can be used to spark creativity and create unique gameplay. The talk will demonstrate the best use of the technique in a variety of ways and throughout a project.