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The Number One Educational Resource for the Game Industry

Session Name: Design in Detail: Identifying the Seemingly Insignificant Decisions which Determine a Game's Ultimate Success
Speaker(s): Jaime Griesemer
Company Name(s): Sucker Punch
Track / Format: Game Design

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Overview:

We've seen how changing the time between shots for the sniper rifle kept Halo's multiplayer balanced and lively. We've learned how the velocity of a plasma bolt is the foundation of the alien Covenant menace. In fact, we've all heard more than enough about Halo's game design by this point, so in the ambitious conclusion to the "Design in Detail" trilogy, we will broaden our scope from the Halo series and see how to apply detail-oriented design principles to other games, franchises, genres and generations. We'll look for the parallels between Super Mario Brothers and Dark Souls. We'll compare Frank Zappa's musical genius to collecting rings in Sonic the Hedgehog. We'll do some Hit Point algebra and perform appendectomy on some aging genres. No game will escape examination... not even yours!

GDC 2012

Jaime Griesemer

Sucker Punch

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Game Design

Design