



This project recreated Titanfall 2 movement mechanics in UE5 and features 2 action blocks built around an original player movement mechanic.
Core Considerations:
- Recreate the movement mechanics and game feel of Titanfall 2.
- Create an original mechanic that enhances the parkour gameplay.
- Design 2 action blocks to showcase the mechanic and explore the design space.
Movement System Recreation
For this project, I wanted to focus on designing gameplay scenarios for Titanfall 2's deep and satisfying movement systems. I chose to omit any combat so that I could fully focus on parkour and platforming. With the help of some Unreal Engine 4 tutorials, I recreated Titanfall 2's movement system in Unreal Engine 5. After I had movement that accurately represented the gameplay and game-feel of Titanfall 2, I prototyped an original mechanic. This mechanic is the Dash - the player presses the dash button mid air, pauses for 1 second, then shoots upward with great velocity.


Above you can see the Blueprints for the Dash ability.
Action Block 1
With the original mechanic implemented, I started work on my action blocks. The first one that I made was a tutorial/skill test that focused on showcases the power of the new ability. This action block's purpose was to explore the potential in movement that the Dash enabled, and show how the game might test the player on the use of the Dash.


Action Block 2
For the second action block, I wanted to explore how the Dash might be used in the context of exploration and player agency when maneuvering through levels. This action block has much more context than the first - this block takes place in a corrosive liquid sewer, with the player starting at the bottom and working their way out. In this action block, the player is often presented with short alternative paths. These paths either reward the player for their perception or challenge their mastery of the Dash mechanic.

