How Games Get Balanced

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? Support Game Maker’s Toolkit on Patreon - Have Mark talk at your studio, university, or event - 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”)
Back to Top