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257 videos • 207,909 views • by Masahiro Sakurai on Creating Games
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1
Masahiro Sakurai on Creating Games: Finale Special
Masahiro Sakurai on Creating Games
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2
Up is Down, and Down is Up [Work Ethic]
Masahiro Sakurai on Creating Games
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3
Mr. Iwata [Grab Bag]
Masahiro Sakurai on Creating Games
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4
A Director’s Job is to Trim [Team Management]
Masahiro Sakurai on Creating Games
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5
No Masterpiece Has Bad Audio [Audio]
Masahiro Sakurai on Creating Games
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6
Give Yourself a Handicap When Balancing Your Game [Game Essence]
Masahiro Sakurai on Creating Games
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7
What Happens When You Shift the Center of Gravity? [Design Specifics]
Masahiro Sakurai on Creating Games
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8
HUDs [UI]
Masahiro Sakurai on Creating Games
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9
Odds and Ends of Supervising: Sora Edition [Graphics]
Masahiro Sakurai on Creating Games
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10
CRT Displays [Grab Bag]
Masahiro Sakurai on Creating Games
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11
Rotation on Two Axes [Animation]
Masahiro Sakurai on Creating Games
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12
Be Mindful of the Time Players are Giving You [Planning & Game Design]
Masahiro Sakurai on Creating Games
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13
Never Get Into Fights [Work Ethic]
Masahiro Sakurai on Creating Games
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14
Elementary School Play Testers [Team Management]
Masahiro Sakurai on Creating Games
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15
Amplify Both Strengths and Weaknesses [Game Essence]
Masahiro Sakurai on Creating Games
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16
Speedy Screen Transitions [Design Specifics]
Masahiro Sakurai on Creating Games
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17
Smash Bros. DOJO!! [Marketing]
Masahiro Sakurai on Creating Games
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18
The Limitations of Particle Effects [Effects]
Masahiro Sakurai on Creating Games
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19
Establishing Characters Through Their Design [Graphics]
Masahiro Sakurai on Creating Games
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20
Being Kind to Beginners [Planning & Game Design]
Masahiro Sakurai on Creating Games
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21
Turning Anything Into a Competitive Game [Grab Bag]
Masahiro Sakurai on Creating Games
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22
Making Things Clear, Even Without Words [UI]
Masahiro Sakurai on Creating Games
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23
Famicom and NES Audio [Audio]
Masahiro Sakurai on Creating Games
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24
How Good Were the Player’s Actions? [Game Essence]
Masahiro Sakurai on Creating Games
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25
When Ideas Won't Come [Work Ethic]
Masahiro Sakurai on Creating Games
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26
The Limitations of Skeletons [Animation]
Masahiro Sakurai on Creating Games
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27
Start with the Climax [Planning & Game Design]
Masahiro Sakurai on Creating Games
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28
Directors and Producers [Team Management]
Masahiro Sakurai on Creating Games
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29
In-Game Cutscenes [Planning & Game Design]
Masahiro Sakurai on Creating Games
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30
Manga-like Visuals [Graphics]
Masahiro Sakurai on Creating Games
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31
Online Updates [Design Specifics]
Masahiro Sakurai on Creating Games
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32
Game Essence in Strategy Games [Game Essence]
Masahiro Sakurai on Creating Games
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33
Adding Help Text to Menus [UI]
Masahiro Sakurai on Creating Games
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34
Echo Chambers [Work Ethic]
Masahiro Sakurai on Creating Games
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35
Gameplay as Part of a Live Performance [Grab Bag]
Masahiro Sakurai on Creating Games
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36
Targeting and Market Research [Marketing]
Masahiro Sakurai on Creating Games
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37
Always Keep Attack Collision in Mind [Animation]
Masahiro Sakurai on Creating Games
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38
All to Destroy One Wall [Graphics]
Masahiro Sakurai on Creating Games
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39
Flashing Effects [Effects]
Masahiro Sakurai on Creating Games
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40
Using Other Songs for Audio Reference [Audio]
Masahiro Sakurai on Creating Games
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41
Computer-Controlled Players [Planning & Game Design]
Masahiro Sakurai on Creating Games
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42
Play Testing Keeps Going [Team Management]
Masahiro Sakurai on Creating Games
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43
Mandatory Strategies and Strategic Balance [Game Essence]
Masahiro Sakurai on Creating Games
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44
Average and Mediocre Are the Same Thing [Design Specifics]
Masahiro Sakurai on Creating Games
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45
Transparency Features [Programming & Tech]
Masahiro Sakurai on Creating Games
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46
Storage Tips [Grab Bag]
Masahiro Sakurai on Creating Games
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47
Final Output [Graphics]
Masahiro Sakurai on Creating Games
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48
A World with Less Color [Planning & Game Design]
Masahiro Sakurai on Creating Games
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49
Better Than Not Being Able to Beat the Game [Game Essence]
Masahiro Sakurai on Creating Games
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50
Say It, and It Might Come True [Work Ethic]
Masahiro Sakurai on Creating Games
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51
Advancing Text [UI]
Masahiro Sakurai on Creating Games
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52
Portraying Fingers [Animation]
Masahiro Sakurai on Creating Games
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53
1986: The Year of Legend [Grab Bag]
Masahiro Sakurai on Creating Games
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54
Bug Testing Systems [Team Management]
Masahiro Sakurai on Creating Games
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55
Playing Games in Front of Other People [Marketing]
Masahiro Sakurai on Creating Games
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56
Using Parameters to Establish Characters [Planning & Game Design]
Masahiro Sakurai on Creating Games
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57
Making the Imaginary Feel Real [Graphics]
Masahiro Sakurai on Creating Games
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58
Balancing Ambient Sounds [Audio]
Masahiro Sakurai on Creating Games
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59
Making "Work" Games Fun [Game Essence]
Masahiro Sakurai on Creating Games
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60
Handicap Systems [Design Specifics]
Masahiro Sakurai on Creating Games
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61
Making Effects the Right Size [Effects]
Masahiro Sakurai on Creating Games
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62
Presenting Scores [Planning & Design]
Masahiro Sakurai on Creating Games
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63
A World Without Footprints [Grab Bag]
Masahiro Sakurai on Creating Games
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64
Competition and Abundance [Work Ethic]
Masahiro Sakurai on Creating Games
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65
Button Settings [UI]
Masahiro Sakurai on Creating Games
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66
Crafting “Similar” Games [Planning & Game Design]
Masahiro Sakurai on Creating Games
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67
Debug Mode [Programming & Tech]
Masahiro Sakurai on Creating Games
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68
Animation Blending [Animation]
Masahiro Sakurai on Creating Games
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69
Game Essence in Action Games [Game Essence]
Masahiro Sakurai on Creating Games
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70
Motion Blur [Graphics]
Masahiro Sakurai on Creating Games
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71
Don’t Put Decisions Off [Team Management]
Masahiro Sakurai on Creating Games
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72
Turning Gift-Giving Into a Game [Grab Bag]
Masahiro Sakurai on Creating Games
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73
Randomness Spices Games Up [Design Specifics]
Masahiro Sakurai on Creating Games
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74
Faithfulness Comes First in Licensed Games [Game Essence]
Masahiro Sakurai on Creating Games
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75
Staying True to Your Concept [Work Ethic]
Masahiro Sakurai on Creating Games
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76
Show the Actual Game! [Marketing]
Masahiro Sakurai on Creating Games
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77
Giving Feedback for Sound Effects [Audio]
Masahiro Sakurai on Creating Games
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78
Dealing With Color Disparity [Graphics]
Masahiro Sakurai on Creating Games
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79
Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag]
Masahiro Sakurai on Creating Games
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80
Customization Lets Your Imagination Play [Planning & Game Design]
Masahiro Sakurai on Creating Games
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81
Flipped Animation [Animation]
Masahiro Sakurai on Creating Games
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82
Let Them Skip, Let Them Pause [UI]
Masahiro Sakurai on Creating Games
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83
Blade Trails [Effects]
Masahiro Sakurai on Creating Games
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84
What is “Play”? [Game Essence]
Masahiro Sakurai on Creating Games
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85
Finish Everything Within the Day [Team Management]
Masahiro Sakurai on Creating Games
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86
Creators Change, Too [Grab Bag]
Masahiro Sakurai on Creating Games
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87
It’s Easier If They Already Know [Planning & Game Design]
Masahiro Sakurai on Creating Games
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88
Making Things Look Miniature [Graphics]
Masahiro Sakurai on Creating Games
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89
Teaching Players How to Play [Design Specifics]
Masahiro Sakurai on Creating Games
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90
How Multiple People Work on One File [Programming & Tech]
Masahiro Sakurai on Creating Games
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91
The Power of Suggestion [Work Ethic]
Masahiro Sakurai on Creating Games
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92
The Pros and Cons of Leaderboards [Game Essence]
Masahiro Sakurai on Creating Games
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93
I Want to Choose Fast! [UI]
Masahiro Sakurai on Creating Games
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94
Game & Watch Designs [Grab Bag]
Masahiro Sakurai on Creating Games
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95
Strong Attack, Light Reverb [Audio]
Masahiro Sakurai on Creating Games
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96
Facial Animations [Animation]
Masahiro Sakurai on Creating Games
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97
Odds and Ends of Supervising [Graphics]
Masahiro Sakurai on Creating Games
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98
Making Sequels [Planning & Game Design]
Masahiro Sakurai on Creating Games
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99
Fighter Reveal Videos [Marketing]
Masahiro Sakurai on Creating Games
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100
Making Games as Part of a Company [Team Management]
Masahiro Sakurai on Creating Games
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101
Avoiding Comparison [Planning & Game Design]
Masahiro Sakurai on Creating Games
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102
Super Smash Bros. Ultimate [Game Concepts]
Masahiro Sakurai on Creating Games
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103
The Shoryuken Command [Game Essence]
Masahiro Sakurai on Creating Games
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104
The Majority Shouldn't Always Rule [Work Ethic]
Masahiro Sakurai on Creating Games
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105
Flick Input [Design Specifics]
Masahiro Sakurai on Creating Games
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106
Billboards [Effects]
Masahiro Sakurai on Creating Games
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107
Do Graphics Impact Fun? [Graphics]
Masahiro Sakurai on Creating Games
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108
Planning Your Game’s Rewards [Planning & Game Design]
Masahiro Sakurai on Creating Games
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109
The Perils of Interpolation [Animation]
Masahiro Sakurai on Creating Games
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110
Show and Tell: Some Rare Belongings [Grab Bag]
Masahiro Sakurai on Creating Games
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111
More Game Essence Means Less Broad Appeal [Game Essence]
Masahiro Sakurai on Creating Games
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112
Make Important Elements Bigger [UI]
Masahiro Sakurai on Creating Games
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113
The Original Piece is Always Right [Audio]
Masahiro Sakurai on Creating Games
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114
Knockback in Super Smash Bros. [Programming & Tech]
Masahiro Sakurai on Creating Games
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115
Keep Your Internal Pressure High [Work Ethic]
Masahiro Sakurai on Creating Games
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116
Official Websites [Marketing]
Masahiro Sakurai on Creating Games
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117
Damage Animations [Animation]
Masahiro Sakurai on Creating Games
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118
Unexpected Results [Design Specifics]
Masahiro Sakurai on Creating Games
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119
Guidelines [Grab Bag]
Masahiro Sakurai on Creating Games
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120
A Fight Between Live Action and Animation [Graphics]
Masahiro Sakurai on Creating Games
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121
Staying Organized with Hierarchical Outlines [Planning & Game Design]
Masahiro Sakurai on Creating Games
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122
Bug Testing Never Ends [Team Management]
Masahiro Sakurai on Creating Games
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123
Super Smash Bros. for 3DS / Wii U [Game Concepts]
Masahiro Sakurai on Creating Games
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124
Game Essence in Shooting Games [Game Essence]
Masahiro Sakurai on Creating Games
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125
Color-Coding Your Game [UI]
Masahiro Sakurai on Creating Games
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126
The Team Behind Super Smash Bros. Brawl [Grab Bag]
Masahiro Sakurai on Creating Games
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127
Hit Marks [Effects]
Masahiro Sakurai on Creating Games
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128
Unifying Visual Style [Graphics]
Masahiro Sakurai on Creating Games
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129
Motion Sickness in 3D Games [Planning & Game Design]
Masahiro Sakurai on Creating Games
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130
Is Your Game Appealing Enough to Start Over? [Game Essence]
Masahiro Sakurai on Creating Games
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131
Arranging Music [Audio]
Masahiro Sakurai on Creating Games
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132
Broad Input, Broad Output [Work Ethic]
Masahiro Sakurai on Creating Games
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133
Kid Icarus: Uprising [Game Concepts]
Masahiro Sakurai on Creating Games
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134
Games During My Childhood [Grab Bag]
Masahiro Sakurai on Creating Games
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135
Daily Report Suggestions [Team Management]
Masahiro Sakurai on Creating Games
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136
Game Demos [Marketing]
Masahiro Sakurai on Creating Games
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137
Squashing and Scaling [Animation]
Masahiro Sakurai on Creating Games
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138
The Fun in Picking Sides [Planning & Game Design]
Masahiro Sakurai on Creating Games
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139
Maps Are Game Screens, Too [Design Specifics]
Masahiro Sakurai on Creating Games
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140
Family BASIC [Programming & Tech]
Masahiro Sakurai on Creating Games
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141
Make Retries Quick [Game Essence]
Masahiro Sakurai on Creating Games
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142
♪ PRESS START [Grab Bag]
Masahiro Sakurai on Creating Games
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143
The Basics of Pixel Art [Graphics]
Masahiro Sakurai on Creating Games
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144
Explain Ideas to Everyone at Once [Team Management]
Masahiro Sakurai on Creating Games
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145
Game Writing is Unique [Planning & Game Design]
Masahiro Sakurai on Creating Games
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146
Branching Tastes [Work Ethic]
Masahiro Sakurai on Creating Games
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147
Menus Define Your World [UI]
Masahiro Sakurai on Creating Games
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148
Canceled Games [Grab Bag]
Masahiro Sakurai on Creating Games
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149
Don't Rely on a "Plan B" [Work Ethic]
Masahiro Sakurai on Creating Games
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150
Super Smash Bros. Brawl [Game Concepts]
Masahiro Sakurai on Creating Games
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151
Voice Recording [Audio]
Masahiro Sakurai on Creating Games
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152
Posing Suggestions [Animation]
Masahiro Sakurai on Creating Games
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153
Mountain Climbing Is More Than Just Climbing [Game Essence]
Masahiro Sakurai on Creating Games
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154
Don't Be Unresponsive [Planning & Game Design]
Masahiro Sakurai on Creating Games
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155
Screen Shake [Effects]
Masahiro Sakurai on Creating Games
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156
Behavior at Ledges [Design Specifics]
Masahiro Sakurai on Creating Games
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157
Paint an Accurate Picture of Your Game [Marketing]
Masahiro Sakurai on Creating Games
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158
Development Secrets of the Original Kirby [Grab Bag]
Masahiro Sakurai on Creating Games
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159
An Up-Close Look at Smash Bros. Stages [Graphics]
Masahiro Sakurai on Creating Games
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160
How I Stuck With My Column [Work Ethic]
Masahiro Sakurai on Creating Games
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161
Dying Comes as a Relief? [Game Essence]
Masahiro Sakurai on Creating Games
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162
The Family Computer (and the NES) [Grab Bag]
Masahiro Sakurai on Creating Games
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163
Praise the Player! [Planning & Game Design]
Masahiro Sakurai on Creating Games
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164
Using Tickets to Manage Tasks [Programming & Tech]
Masahiro Sakurai on Creating Games
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165
Emphasizing Text [UI]
Masahiro Sakurai on Creating Games
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166
Sodatete! Kouchuu Ouja Mushiking [Game Concepts]
Masahiro Sakurai on Creating Games
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167
Exaggerate to Make Up for Information Loss [Animation]
Masahiro Sakurai on Creating Games
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168
Supervising Art Through Retouches [Graphics]
Masahiro Sakurai on Creating Games
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169
Audio as Fiction and Non-Fiction [Audio]
Masahiro Sakurai on Creating Games
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170
Ten People Can Produce Seven People's Work [Team Management]
Masahiro Sakurai on Creating Games
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171
Mastering Up [Grab Bag]
Masahiro Sakurai on Creating Games
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172
Game Essence in Falling-Block Puzzle Games [Game Essence]
Masahiro Sakurai on Creating Games
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173
Making Tutorials Feel Natural [Planning & Game Design]
Masahiro Sakurai on Creating Games
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174
Units of Speed [Design Specifics]
Masahiro Sakurai on Creating Games
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175
Just Do It Already! [Work Ethic]
Masahiro Sakurai on Creating Games
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176
Do Competitive Games Have to Be Complex? [Game Essence]
Masahiro Sakurai on Creating Games
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177
Games and Eye Strain [Grab Bag]
Masahiro Sakurai on Creating Games
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178
Marketing is Multiplicative [Marketing]
Masahiro Sakurai on Creating Games
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179
Visual Effects in Slow Motion [Effects]
Masahiro Sakurai on Creating Games
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180
Loading Screens [UI]
Masahiro Sakurai on Creating Games
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181
Follow-Throughs Make the Impact [Animation]
Masahiro Sakurai on Creating Games
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182
Learn to Count Frames! [Planning & Game Design]
Masahiro Sakurai on Creating Games
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183
Consider Rewards First [Game Essence]
Masahiro Sakurai on Creating Games
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184
Meteos [Game Concepts]
Masahiro Sakurai on Creating Games
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185
Say No to Slow! [Design Specifics]
Masahiro Sakurai on Creating Games
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186
Competing with the Past [Grab Bag]
Masahiro Sakurai on Creating Games
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187
Do We Really Need Enemies? [Game Essence]
Masahiro Sakurai on Creating Games
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188
Directors Need to Be Unique [Work Ethic]
Masahiro Sakurai on Creating Games
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189
Game Music and Ambient Sounds [Audio]
Masahiro Sakurai on Creating Games
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190
Put Parameters in Brackets [Programming & Tech]
Masahiro Sakurai on Creating Games
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191
You'll Forget the Hardship, But the Game Will Endure! [Work Ethic]
Masahiro Sakurai on Creating Games
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192
Sora's Work-From-Home Strategies [Grab Bag]
Masahiro Sakurai on Creating Games
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193
Falling Sells the Feeling of Flight [Game Essence]
Masahiro Sakurai on Creating Games
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194
Good Errands and Bad Errands [Planning & Game Design]
Masahiro Sakurai on Creating Games
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195
Get the Sense of Scale Right [Graphics]
Masahiro Sakurai on Creating Games
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196
Attack Poses [Animation]
Masahiro Sakurai on Creating Games
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197
Don't Anchor Your Center Point [Design Specifics]
Masahiro Sakurai on Creating Games
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198
Don't Wait to Speak Your Mind [Team Management]
Masahiro Sakurai on Creating Games
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199
Kirby Air Ride [Game Concepts]
Masahiro Sakurai on Creating Games
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200
Team Digital or Team Physical? [Grab Bag]
Masahiro Sakurai on Creating Games
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