Titanfall Wiki
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Behind Titanfall is our repository for behind the scenes images, video, and details. If you don't see something you have a scoop on, let us know or add it here!

Behind the Scenes.[ | ]

The making of Titanfall.


Titanfall behind the scenes.

Development[ | ]

Following Call of Duty: Modern Warfare 2's release, Activision fired Infinity Ward co-founders Jason West and Vince Zampella in March 2010 for "breaches of contract and insubordination".Their departure resulted in a series of lawsuits and a staff exodus. Later that year, West and Zampella founded a game development company, Respawn Entertainment, with many of the former Infinity Ward staff. At E3 2011, Electronic Arts Labels president Frank Gibeau revealed that Respawn's first project was a science fiction shooter published by Electronic Arts. Two project leads left the company to begin their own studio in mid-2012, and West retired in March 2013.

Zampella announced that Respawn would show at E3 2013 via Twitter on February 25, 2013. Their planned announcement leaked early through an erroneous early release of Game Informer's July 2013 issue on Google Play, which revealed their first game's title, premise, and release date. Other advance public information included the company's trademark filing for "Titan" in April 2013, and an April 2013 Kotaku report of the game's Titan mech gameplay and Xbox One exclusivity. The game was officially announced during Microsoft's E3 2013 press conference, with expected Xbox One, Xbox 360, and Windows PC releases in Q1 2014. The Xbox 360 version announced as in development at another studio with Respawn's support. The development team experimented with different gameplay before consolidating to three goals: "player mobility, survivability, and the merging of cinematic design with fast-paced action". They identified contemporary first-person shooters as restricted to "a single plane of movement", the cardinal directions and hiding in place, and considered new features to increase mobility, such as a three-story-high jump. Final mobility features include wall running and the pilot's jump kit, which allows for double jumps. Additionally, the game does not cordon off parts of the environment. Concerning survivability, Respawn chose to populate the environment with dozens of computer-controlled characters to give players the reward of consecutive kills while reducing the player deaths necessary in return. Thirdly, the cinematic storytelling segments associated with single-player campaigns were merged into the multiplayer mode as introductions and epilogues to the missions. Respawn chose to build Titanfall on the Source game engine due to their developers' familiarity and its ability to reach 60 frames per second on consoles. The company built upon the engine during development in features such as lighting, rendering, visibility, networking, and tools pipelines. The game also uses Microsoft's cloud computing for multiplayer servers, physics, and artificial intelligence.


The Titans[ | ]

"They're really cool! Uh, our designers were actually looking at military exoskeletons that exist now. And they were thinking, where would that be in the future? if we were to take that, you know, several iterations ahead what would we end up with? And uh, here we have the Titans."
-Abbie Heppe, Respawn Entertainment.

Universe Navigation[ | ]

The Titanfall Universe
Game Mechanics
Universe
Media

Weapons | Mods | Titans | Pilots | Loadouts | Experience | Battlefield Assets | Burn Cards | Challenges | Regeneration

Beginner's Guide | Characters | Maneuvers | Game Modes | Maps | Tips and Tricks | Lore

Screenshots | Video Gallery | Behind Titanfall | Collector's Edition | Gameplay | Community

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