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Edited by VIC: 1/27/2014 8:04:56 PM
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Design in Detail: A talk by Jaime Griesemer

While looking for more unreleased Destiny concept art, as seen on my Twitter account, [url=https://twitter.com/ChattelofYeshua/media]here[/url], I came across a pdf of a talk done by Jaime Griesemer, the Gameplay Design Lead at Bungie. In the talk, Griesemer breaks down step-by-step the path of the Halo Sniper Rifle from Halo 1 all the way to Halo 3, pointing out specific design descisions that are very telling of why Halo 1 - 3 were the incredible games that they were. The talk is very interesting and I thought it would be something great to share with the community. Thanks, [url=https://www.bungie.net/7_ranman10/en/view/profile/index#!page=index&mid=3467702]RANMAN[/url] Twitter: [url=https://twitter.com/ChattelofYeshua]@ChattelofYeshua[/url]

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  • Some notes: • Rock papers scissors is a bad game • Weapons without unique roles add complexity, not depth. Weapon is 1:1 • Don't let designers hand wave. Make them write shit down • Original paper design for Halo 1 sniper is a thing of beauty • Jaime is not bothered by the pistol he ain't got no time for that • 343i sucks I'm going to play Halo CEA all day today. "Counter-Strike: GO"? Really? Sounds like you should be playing it on Facebook and spending C$ for extra bullets." — 32nds Exceptional.

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