You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.


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

Did you know free users get access to 30% of content from the last 2 years?

Get your team full access to the most up to date GDC content


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

free content

Game Design