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Support more dev interviews like this: / stevelee_gamedev Join our discord community: / discord Twitter: / essell2 Super happy to chat to Jason McCord and Mackey McCandlish for my first developer interview - two of the lead designers on the Titanfall games, and long-time dev buddies since the Call of Duty days. I try to dig into the many challenges and experiments that led to both Titanfall's unique multiplayer experience, and the sequel's much-loved single player campaign - enjoy. 00:00 - Titanfall 1's playable but very speculative E3 demo 02:39 - Trying to start a studio and make a game during a huge lawsuit 05:55 - Trying to make a game when the engine, tech and tools aren't there 09:32 - Where did designing Titanfall begin? 14:16 - Titanfall as a new sci-fi franchise with limitless possibilities 17:36 - Prototyping and scripting the new mechanics 21:17 - Mackey nominates Jason as best level designer evar 23:10 - The elusive magic formula for Titanfall's multiplayer maps 30:03 - Never solving human vs titan combat in the single-player campaign 31:39 - Going from Titanfall 1 (fast, MP) to Titanfall 2 (slower, with SP) 36:27 - Crafting the right sequence of levels for an SP campaign 40:49 - Reflecting on weaker aspects of the Titanfall 2 campaign This is just one part of my 2 hour chat with Mackey and Jason - we also talked about the unique level design process for Modern Warfare 2, and their classic "Cliffhanger" mission, and you can watch this here: • How the best Call of Duty levels were desi... And we started by talking about how they discovered level design, and first got into the games industry back in the 90s, in the days of Doom and Quake: • Being a level designer back in the 90s All of my developer interviews will be collected into my Developer Interviews playlist, which is here: • Developer Interviews #titanfall #respawn #gamedev