“You’d throw an idea out, then everyone says, ‘Cool,’ or, ’It could use work’. “I don’t think there was much finessing and iteration,” says Fukuda. Sean Slayback built a set of action blocks that had Titans throwing the player between locations. Chad Grenier built a series of puzzles about moving cranes into place so the player could wall-run along the panels that hung below them. Platforming was a big focus – all the better to explore the empowering and responsive Pilot mobility that granted the first game its immediate contrast with other shooters. I could’ve made it twice as good.’ Then Mo said the same thing back to him about his.” From small steps to giant leaps “I remember that after a set of action blocks that Mo and Chad had made, I was sitting in an office with Mo and Chad comes in and says, ‘No, it was a cool action block. “You can imagine there was a lot of friendly competition in there,” says senior game designer Steven DeRose. The prototypes the team were making were known internally as ‘action blocks’: discrete prototypes which would be eventually stitched together into a tightly controlled firework of a shooter campaign which throws idea after idea with almost Nintendo brevity from time travel to transforming levels, leaping between spaceship troop carriers to Titan assaults. “Some people did things with titans some people did things with pilot mobility and wall-running some people did things with puzzles,” says Fukuda. Those first months of Titanfall 2 (opens in new tab)’s development had few boundaries other than the object to use general Titanfall mechanics and its engine in interesting ways.
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