Jason McCord Profile picture
Design Director @WildlightEnt- previously on Apex Legends, Titanfall 1 & 2, Modern Warfare 2 (OG), World at War, CoD3 & CoD2:Big Red One
Nov 21, 2022 8 tweets 2 min read
Near and dear topic for me after working on Titanfall and Apex. Movement shooters are FUN, in the short term, but not sustainable imo. These are best fit for arena shooters, where a match is quick and fun but you are all sugared up after 5 or 6 matches.
Welcome to my TED talk
🧵 Mobility shooters tend to focus on reaction, not strategy. These words get people arguing, but generally movement based mechanics require you to get better on the sticks and react to some unpredictable thing that just happened, strategy requires you to think, plan and execute.
Apr 8, 2021 9 tweets 2 min read
Let's chat quickly about the War Games event that's coming next week, and "Takeover" modes.

Designing Play Apex Takeovers has been a big win for the game. Injecting new gameplay into normal Trios and Duos does a few things that we really like.

1/9 Mostly, it keeps our matchmaking healthier. More people jump in to try the modes, earn the cosmetics, etc. - and they all play in the same queues.

This means you get faster matches at better quality at more hours of the day.

2/9
Jul 2, 2020 11 tweets 2 min read
Loba's tactical doesn't work well on large areas of World's Edge. Since the Marble Goddess thread seemed interesting to people, I figured I'd break this down a bit and give insight to what we're doing.
(thread below: 1/11) If you're curious, we create giant volumes (triggers) around the cliffs on the maps to stop players from staying up there. You'll see the out of bounds warnings if you land in these places.
Apr 23, 2019 4 tweets 2 min read
Kings Canyon was designed around "zones", which are large areas that feel like big, outdoor rooms. Players can peak into the rooms from the chokepoints (usually on high vantage points) and decide if they want to enter based on the activity they see. Fights feel more understandable and contained in the room, and afterwards let the squad feel like they won and, in turn, now "own" the room. Until the next squad rolls up.
Sep 7, 2018 7 tweets 2 min read
We are looking for awesome level designers at @Respawn! Specifically on our shooter team, ideally with some PvP experience. What I love about working here is that our LD's are really empowered to make cool stuff!
(continued... 1/6) Our LD’s often spark the ideation for their level and drive it all the way to ship. We like each level to have strong design goals before production begins, and LD’s are responsible for driving the theme and hook. DRIVE your own work!
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