I would have liked to have seen a bit more in the creature department, as we really only get a few sketches in that section, but the rest of the book more than makes up for it. While the different types of soldiers and such each get a brief description to go along with the specific characters, the creatures don’t fare as well. The Ogre, Atlas, and Stryder are each given several pages of detailed paintings and renders, and are described with little details that most may not pick up on while playing the game, such as Atlas not being so named for the mythical character, but rather for the globe-like “head” so you can tell where the Titan is looking.Ĭharacter models of the pilots, militia, grunts, and creatures round out the first section, with minimal details. Or at least, that’s the impression the book gives, as it delves into so much thorough detail that I’m not sure Respawn didn’t given them every single asset from the game.īeginning with the Titans themselves, the book details all the different classes, as well as intricate cockpit views and brief descriptions detail how they went from drawing to concept renders, some even before it was decided the title would be a multiplayer game. At 192 pages, it’s nice to see that no details have been spared. The Art of Titanfall is an impressive tome.
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If you enjoy behind-the-scenes looks at the design aspect of game development, this is prime example of how to showcase it right. Thankfully, Titan Books has seen fit to share these designs with us. The developers at Respawn Entertainment had no idea what their new title would be, and the concept art they designed shaped what would eventually become Titanfall. When you create a new IP from scratch, it’s pretty much a given that you’ll have to go through a lot of the design phase until you land on an idea that jumps out at you.