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Cover of Destiny: Rising NetEase developer preview
7 min
Mobilegamer.biz7 min

Destiny: Rising NetEase developer preview

Destiny: Rising represents a strategic expansion of the Destiny franchise into the mobile gaming market through a collaborative partnership between NetEase and Bungie.

  • NetEase and Bungie are collaborating to develop Destiny: Rising, a free-to-play, sci-fi RPG shooter designed for the mobile market.
  • The game is set in an alternate timeline during the post-Dark Age era, predating the Last City and the standard Hunter, Titan, and Warlock class system.
  • Gameplay shifts to a character-driven model with unique combat styles and introduces a new weapon rarity tier called Mystic.
Mobilegamer.bizOct 2024
Cover of Session: From Handcrafted To AI Generated Mobile Games, Fabien Pier, Titan Generative AI
24 min
PocketGamer.biz24 min

Session: From Handcrafted To AI Generated Mobile Games, Fabien Pier, Titan Generative AI

The mobile gaming industry is currently undergoing a significant transition from traditional, handcrafted development to a model increasingly augmented by generative artificial intelligence.

  • Mobile gaming accounts for approximately 62% of global gaming revenue, yet the sector faces stagnation due to a reliance on low-risk licensed IP and repetitive mechanics.
  • Generative AI can compress production cycles significantly, enabling smaller teams to develop functional game prototypes in as little as one to three days.
  • Current AI capabilities are best suited for 2D assets, textures, basic client-side code, and core loops, limiting immediate adoption to the hyper-casual and puzzle segments which comprise 10% to 15% of the market.
PocketGamer.bizJun 2023
Cover of The Titans: Creating Living, Breathing Levels in God of War III
60 min
Game Developers Conference60 min

The Titans: Creating Living, Breathing Levels in God of War III

The development of the Titan sequences in God of War III represents a landmark achievement in balancing massive-scale spectacle with interactive gameplay.

  • The God of War III development team transformed 500-meter-tall Titans into dynamic, interactive environments rather than static boss arenas, resulting in 25-minute immersive gameplay sequences.
  • To overcome technical limitations, the studio developed custom tools to manage collision, camera logic, and entity attachment on moving, animated meshes in real time.
  • The project was completed over a nine-month development cycle, utilizing gray-box testing and standardized nomenclature to manage the complexity of large-scale sequences.
Game Developers ConferenceSep 2018
Cover of The Evolution of Rodeo in Titanfall 2
59 min
Game Developers Conference59 min

The Evolution of Rodeo in Titanfall 2

The rodeo mechanic in the Titanfall series serves as a critical design bridge between agile pilot movement and armored Titan combat, aiming to capture a cinematic David versus Goliath dynamic.

  • The 'rodeo' mechanic in Titanfall 2 was fundamentally redesigned from a long-duration damage-over-time process into a short-duration event centered on stealing and delivering batteries to create a dynamic 'cat-and-mouse' gameplay loop.
  • In Titanfall 1, the rodeo sequence lasted 15 to 20 seconds to provide a cinematic experience, but this was shortened in the sequel to prevent the mechanic from feeling like a disconnected minigame.
  • The introduction of the 'battery' system in Titanfall 2 allowed for increased team coordination, as pilots could insert stolen batteries into friendly Titans to restore health or shields.
Game Developers ConferenceOct 2017
Cover of Solving Titan-Sized Problems: Evolving Titan Combat in Titanfall 2
63 min
Game Developers Conference63 min

Solving Titan-Sized Problems: Evolving Titan Combat in Titanfall 2

The evolution of Titan combat in Titanfall 2 centers on transforming high time-to-kill (TTK) gameplay from a repetitive, bullet-sponge experience into a dynamic, skill-based system.

  • Titanfall 2 transitioned from generic, customizable loadouts to distinct, role-based Titan classes inspired by fighting games and MOBAs to foster complex ability synergies.
  • The combat model shifted to a high time-to-kill (TTK) system by replacing hit-scan weapons with low-frequency, high-impact projectiles to reward mechanical precision and positioning.
  • Developers mitigated the risk of stagnant, unkillable team compositions by removing automatic health regeneration and enforcing unique, character-specific loadouts.
Game Developers ConferenceMar 2017