

TITANFALL 2: LEVEL BLOCKOUT

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.
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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


DEVELOPMENT TOOLS
The process began with a metrics gym using the basic mechanics that I was planning to build the level around.
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Notable Mechanics:
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Sliding
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Wall running
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Grappling hook
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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. ​
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Enemy AI
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Player weapons systems.
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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).​

The Titanfall Movement System​

The FPS Starter Kit
PROCESS
Initial Blockout






Current Blockout






Hangar

The first section of level, and where the player​ first enters the research station.
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Designed to be large and open, facilitating fast movement and gaining familiarity with the movement mechanics.
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Introduces the player to the enemies in the level.
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Establishes the freedom of movement inherent in Titanfall through a pilot-only progression path.
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R&D
The combat arena between the starting zone, and the final server room where the players objective lies.
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Open spaces underneath walkways to fit machinery and robotics.
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Leads into an elevator which ascends to the server room.
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Combat ramps up in intensity, being more intense than in the Hangar, but less so than the final area.
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Server Room

The final and most dense combat space of the level. Houses the data drive the player is after.
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Three large servers create lanes in the center of the space.
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Walkways above the main area allow for alternate paths and enable creative ways of moving through the space with the grappling hook
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The most demanding area in terms of combat, and the highest in enemy density. Created to make use of Titanfall's dynamic movement.
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