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Design in Detail: Identifying the Seemingly Insignificant Decisions which Determine a Game's Ultimate Success
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Design in Detail: Identifying the Seemingly Insignificant Decisions which Determine a Game's Ultimate Success

Speaker/s: Jaime Griesemer (Sucker Punch)
Day / Time / Location: Friday 2:30- 3:30 Room 3009, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / Advanced
GDC Vault Recording: Video Recorded
Description: 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!
Takeaway: By the end of the session we will explore how details determine a game's success, how a handful of small decisions have such extreme consequences, and learn some concepts and techniques that will l help you find the crucial details in your own games.
Intended Audience: This talk is targeted at senior designers working on game design, but should be enjoyed by anyone interested in improving their understanding of game design, fans of the Halo series, or creative leads in any area trying to pinpoint which of their own decisions will have the greatest impact. And there is a distinct possibility Jaime might get carried away in criticizing other games and explosively end his career, so don't miss it!

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