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Archive for February 2011

GDC 2011

[Update]  I’m back in Seattle and (mostly) recovered.  Thanks to everyone that came to either of my User Research or Game Design talks.  Special thanks to all the readers that introduced themselves; it seems like I am reaching my intended audience of “veteran game designers”.  A narrow demographic, to be sure.  Unfortunately, I spent too much … Continue reading »

GDC 2010: Design in Detail IV

How do you develop your sense of balance for paper designs? It can be done, you can look at a paper design and have an intuition about how it will work. You are looking for the role, and for a couple key factors that are the results of the role. The first thing you are … Continue reading »

GDC 2010: Design in Detail III

The first step in Halo 3 was the paper design. This is one of about 4 slides for Producers. The Paper Design should happen in Pre-production. You need to do paper designs first so you don’t have 40 artists sitting around while you do it. On the other hand, if you leave it too early, … Continue reading »

GDC 2010: Design in Detail II

In order to develop a sense of balance, you need to understand how your brain works. You have an Orbito-Frontal Cortex; It’s called that because it is located behind your eyes, but it’s really your Gut.  When you learn something new, it goes through a process where it builds a model of the world and makes … Continue reading »

GDC 2011 – Design in Detail: The Sequel

I’m going to be in San Francisco for GDC where I’ll be giving a talk called Design in Detail: Tuning the Muzzle Velocity of the Plasma Rifle Bolt on Legendary Difficulty Across the Halo Franchise.  It is a follow-up to last year’s talk,which EDGE called “one of the most fascinating sessions of GDC“.  The slides … Continue reading »

GDC 2010: Design in Detail

Ok, so when I gave this talk at GDC I didn’t have time to finish, even though I was talking very fast.  I did better when I gave it at Blizzard, until my voice ran out and I could barely speak.  So I probably should have cut some ideas out and saved them for this … Continue reading »

Reciprocal Difficulty

Push on the wall.  This is not a metaphorical encouragement to seek innovative solutions.  Literally, place your hands against a wall and give it a shove.  Now, assuming that you are not working in a cubicle, you have just experienced what physicists call a normal force.  The wall pushed back against your hands with the … Continue reading »

Definition: Habituation

Habituation The gradual reduction in sensitivity to a repeated stimulus I got my teeth professionally cleaned this morning.  (One cavity, apparently I need to floss more.)  Now I cannot stop running my tongue back and forth over the newly polished enamel.  When I woke up today, my teeth were the farthest thing from my mind, … Continue reading »

User Research Advocacy

Throughout my career I have been a strong proponent of User Research and have taken advantage of every opportunity to investigate the desires, expectations and reactions of actual gamers.  Designing from a single perspective leads to a one-dimensional game, which is why honest answers to authentic questions is so valuable.  I don’t see that writing … Continue reading »

Writing a Paper Design II

Here is the paper design I wrote for for the Halo 3 Sniper Rifle: Sniper Rifle Role:  Long-range instant-kill sniper rifle, but reloading makes it hard to use Two zoom levels (2x – 7x) Reloading unzooms Magazine of four quick shots, with slow reload Does headshots, even through shields kills any biped in one shot (even … Continue reading »

Writing a Paper Design

We touched on how paper designs are required for the first balance pass, but what exactly is a paper design, and how are they written?  A solid paper design streamlines the design process, focuses the team’s effort, and results in a tightly integrated game.  A poor one, however, can send the design team into a tailspin as … Continue reading »

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