Design in Detail: Jaime Griesemer
Halo's multiplayer is balanced across over 1000 objects, more than 40 of which are unique weapons including the Sniper Rifle, which has over 200 functional fields including one that determines the minimum time between shots. In Halo 3, that time changed from 0.5 seconds to 0.7 seconds, changing less than 0.00001th of the overall game data, an immeasurably tiny balance tweak that should not have been noticeable, let alone significant. This session will address this design decision in exhaustive detail. Why 0.7 seconds? Why that particular field? What processes and design principles lead to that change? How was it proposed, tested, and evaluated? What were its effects on the game's balance? How were those effects evaluated to the effects of the infinite number of other changes that could have been made? What were the external considerations, such as community reaction or target demographics, that influenced it? And what can be learned from that change to improve our ability to make changes in the future? -GDC Vault http://gdcvault.com/play/1012211/Desi...

The Marty D'Donnell Show Episode 10: Jaime Griesemer

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Interview With The Man Who Created Halo's Multiplayer

Failing to Fail: The Spiderweb Software Way

Behind the Scenes Making of Halo 2

30 Things I Hate About Your Game Pitch

Tuning the Muzzle Velocity of the Plasma Rifle Bolt on Legendary Difficulty in HALO

50 Game Camera Mistakes

How we made Halo 3: "The Storm"

Germans DO Have a Sense of Humour - Jimmy Carr Meets a Frankfurt Audience

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TALKING TO MARCUS LEHTO (Co-Creator of Halo) ABOUT HALO INFINITE, joining 343, Bungie's Halo 4 +MORE

How TOPGUN Fighter Pilots Actually Work | Authorized Account | Insider

Design in Detail

Project Wingman - When Fans Do It Themselves

AS Val: The Soviet 9x39mm Silent Assault Rifle

Ten Principles for Good Level Design

GI Show: The Halo Spectacular (Feat. 343i, Jaime Griesemer, Marty O'Donnell)

Level Design in a Day: A Series of First Steps - Overcoming the Digital Blank Page

