Balancing a game is one of the most complex pursuits in game development - especially when you’re dealing with a cast of completely distinct and diverse characters. So how do devs do it?
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Sources
Jeff Kaplan | Forums
Jaime Griesemer | GDC 2010
(“Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3”)
Rob Pardo | GDC 2010
(“Making a Standard (and Trying to Stick to it!): Blizzard Design Philosophies”)
(and-Trying
Kosuke Yabuki | GDC 2018
(“ARMS: Building Mario Kart 8 Insights into a Showcase Nintendo Switch Fighter”)
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