top of page
Rectangle 24.png

TITANFALL 2: LEVEL BLOCKOUT

Group 9.png

OVERVIEW

This level was created to be in the style of Titanfall 2, and provide a fast paced, movement-centric experience based on the design philosophies of the original Titanfall 2 campaign. 

​

It takes place in a disabled space station used for research and development, owned by the IMC. The player's objective is to navigate through the space in search of an AI data module that they will retrieve before evacuating the station. 

MAP

Key.png
MapLowerRes.png

DEVELOPMENT TOOLS

The process began with a metrics gym using the basic mechanics that I was planning to build the level around. 

​

Notable Mechanics:

  • Sliding

  • Wall running

  • Grappling hook

    • This was not part of the TF2 campaign, but I wanted to see how using it in a non-multiplayer setting could affect the design of my spaces. ​

  • Enemy AI

  • Player weapons systems. 

​

The mechanics used in the level were from the FPS Starter Kit on fab: (https://fab.com/s/5fecea61f0c4), as well as the Titanfall Movement System: (https://fab.com/s/ca337ecf7baa).​

TMS_ForGif-ezgif.com-optimize.gif

The Titanfall Movement System​

ezgif-5ebfe061f69b0937.gif

The FPS Starter Kit

PROCESS

Initial Blockout

Hanagr2_Main_Whatever.jpg
BlockOutMainHangar.jpg
RD2_Main_Whatever.jpg
BlockOutMainRD.jpg
BlockOutMainServer.jpg
BlockOutMainServer2.jpg

Current Blockout

1_Final.jpg
5_Final.jpg
6_Final.jpg
2_Final.jpg
3_Final.jpg
4_Final.jpg

Hangar

5_Final.jpg

The first section of level, and where the player​ first enters the research station. 

  • Designed to be large and open, facilitating fast movement and gaining familiarity with the movement mechanics. 

  • Introduces the player to the enemies in the level. 

  • Establishes the freedom of movement inherent in Titanfall through a pilot-only progression path. 

​

R&D

The combat arena between the starting zone, and the final server room where the players objective lies. 

  • Open spaces underneath walkways to fit machinery and robotics.

  • Leads into an elevator which ascends to the server room.

  • Combat ramps up in intensity, being more intense than in the Hangar, but less so than the final area. 

​

6_Final.jpg

Server Room

4_Final.jpg

The final and most dense combat space of the level. Houses the data drive the player is after. 

  • Three large servers create lanes in the center of the space. 

  • Walkways above the main area allow for alternate paths and enable creative ways of moving through the space with the grappling hook

  • The most demanding area in terms of combat, and the highest in enemy density. Created to make use of Titanfall's dynamic movement.

​

WALKTHROUGH

bottom of page