Overview:

'Titanfall' presents a unique problem space for shooters in that Titan fights could last minutes, compared to more typical shooter engagements which tend to be below 5 seconds. The lessons of low-time-to-kill shooters no longer apply here, so the team had to draw from other genres to find new sources of depth. Fighting games, MOBAs and MMOs became new sources of inspiration.



This talk will explore the process by which Respawn breaks down the shooter combat formula, and applies lessons from other genres to create a unique combat experience. Carlos will explore the problems of high-time-to-kill shooter combat and the solutions used to create depth in 'Titanfall 2'.