Tuning the Muzzle Velocity of the Plasma Rifle Bolt on Legendary Difficulty in HALO
In this classic 2011 GDC session, Bungie's Jaime Griesemer dives into the nitty gritty decisions of tuning one particular gun across the Halo series' many games (on their hardest difficulty mode no less). Register for GDC: https://ubm.io/2yWXW38 Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: / official_gdc GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

▶︎
The AI of Halo 1 Combat Evolved | Design & Implementation

▶︎
Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3

▶︎
The Freedom Fallacy: Understanding "Player Autonomy" in Game Design

▶︎
50 Game Camera Mistakes

▶︎
Leaving Bungie, Designing Halo, Unreal Experiences | The Marty O'Donnell Show Ep. 29 - Niles Sankey

▶︎
Can A Ricocheting Bullet Loop Back And Kill The Shooter? | MythBusters

▶︎
The Evolution of Halo's Plasma Rifle | Let's take a look at every version of the Plasma Rifle

▶︎
There are Hidden Super Weapons in Halo 2... and no one knows about them

▶︎
Design in Detail: Jaime Griesemer

▶︎
30 Things I Hate About Your Game Pitch

▶︎
Choice Architecture, Player Expression, and Narrative Design in Fallout: New Vegas

▶︎
Shermans vs Panthers: Four Days of Hell

▶︎
AS Val: The Soviet 9x39mm Silent Assault Rifle

▶︎
The Greatest Halo Player of All Time (Story of Ogre 2)

▶︎
Designing Unforgettable Titanfall Single Player Levels with Action Blocks

▶︎
Cursed Problems in Game Design

▶︎
How The HARDEST Halo Reach Challenge Was Finally Beaten....

▶︎
Embracing Push Forward Combat in DOOM

▶︎
Don't Hang Up On AI Scammers. Do THIS Instead.

▶︎
