'Titanfall 2' delivered a standout single player campaign, highlighted by unique and unexpected levels like "Effect and Cause" and "Into the Abyss." For the design team at Respawn, however, getting there presented significant challenges. Early development was based on comfortable techniques and led to familiar results, threatening to skew the game to an expected and uninspired place. Fortunately, they found a rapid-prototyping technique they call "action blocks", which became central to their design process. With the development of the level "Into the Abyss", this session will demonstrate how Respawn used action blocks to conceive the level, explore gameplay, and create some of their most memorable experiences. By the end you'll have a new tool to help create fun, unique and surprising gameplay.