Titanfall 2's singleplayer campaign has some brilliant level design. Even the basic run-and-gun levels feature creative platforming segments designed to engage the puzzle-solving part of your brain even as you shoot enemies. But no level in the game impresses quite as much as Effect and Cause, a time-travelling mind-bender where the player does the same platforming and soldier shooting they may have already mastered, all while flitting between two time periods at the push of a button. It's fantastic.According to Drew McCoy, Executive Producer on Titanfall 2, it was designed with a full game in mind. And it took its single designer a year to create. As they told us many times over the course of the review event, Titanfall 2 was created using an action block process where designers from around the company pitched concepts for the game. Some concepts made the cut, some were taken and built upon by others, some were scratched entirely."I'm sure people are tired of hearing us talk about this, but that action block phase really showed us that every designer had their own little thing that they were really good at executing on, and really interested in doing, so that entire time travel level was one designer. For a year," Drew told us at the Review Event for Titanfall 2. "That was actually a game idea he pitched when we first started the company. He wanted to make a game about that. So when we're doing the action block, he's like, 'I'm going to show you guys, this is going to be awesome!' In like, 10 days, he put together a 10 minute demo level, using Titanfall 1 geometry and stuff. Everyone was just like, oh my god, this is amazing. We have to do this. So he got to go off and do that."Drew went onto explain that the reason it's only there for a short time is because they didn't want the concept to get stale."Usually, most studios when they would stumble upon something like the time travel level, they'd be like, alright, here's the X factor," he explained. "This is the defining characteristic, you've got to build everything around this. We had already seen that we could do so much more than that. Also, when you make a game around one mechanic, it gets very one note. So the goal for that level was really to introduce it in an interesting way. Get you intrigued about it. Give it to you. Let you play with it safely.""If you notice, there was only combat one time period, for a little while," he continued. "Then we start adding combat in the other time periods. Then there was some platforming where you had to travel through time. Then there was combat with platforming, then you got BT and there's combat involved... You got the full course. It was a six course meal, hope you enjoyed it."In my opinion the concept driving Effect and Cause is like a cronut. I'd eat nothing else if you gave me the opportunity. What do you think?