Super Smash Bros. Brawl [Game Concepts]Masahiro Sakurai on Creating Games2024-10-17 | Super Smash Bros. Brawl [Game Concepts]Mr. Iwata [Grab Bag]Masahiro Sakurai on Creating Games2024-10-11 | It wouldn't be right to end this channel without touching on this topic. By the way, this is the 31st and final video in the Grab Bag category!A Director’s Job is to Trim [Team Management]Masahiro Sakurai on Creating Games2024-10-08 | In my many years working as a game director, I've learned that making compromises and resolving problems are even more important aspects of the job than creation. By the way, this is the final video in the Team Management category! We're now at three episodes to go, including this one.No Masterpiece Has Bad Audio [Audio]Masahiro Sakurai on Creating Games2024-10-04 | I believe very strongly in the title of this video. As such, I'd say it's absolutely worth making your game's sound a top priority. By the way, this is the final video in the Audio category!Give Yourself a Handicap When Balancing Your Game [Game Essence]Masahiro Sakurai on Creating Games2024-10-01 | Game developers are intimately familiar with the games they're working on, so it can be easy to lose sight of ways in which first-time players might struggle. Try to make sure this doesn't happen to you! By the way, this is the final video in the Game Essence category!What Happens When You Shift the Center of Gravity? [Design Specifics]Masahiro Sakurai on Creating Games2024-09-27 | Let's say you want an object to fly from left to right across the screen. That's easy to implement, but that's exactly why it's important to think of ways to change things up a little! By the way, this is the final video in the Design Specifics category!I: Audio 1 (Category Compilation) #01~#07Masahiro Sakurai on Creating Games2024-09-24 | In Category I: Audio, I go over topics regarding sound in games. This includes music, sound effects, voices—everything.
[Index] 0:00 Opening 0:12 I-1Make the Tempo Match the Game 2:45 I-2 Strike a Balance with Sound Effects 7:29 I-3 Listen in Various Environments 10:10 I-4 Game Music and Ambient Sounds 13:11 I-5 Audio as Fiction and Non-Fiction 15:56 I-6 Voice Recording 20:41 I-7 Arranging Music
[Playlist I: Audio] youtube.com/playlist?list=PLgKCjZ2WsVLR75Vl5-HdeHrrACZQydllkHUDs [UI]Masahiro Sakurai on Creating Games2024-09-24 | A heads-up display—"HUD" for short—refers to information overlaid on the play area of the game screen. It's a handy term to know, and is a feature that's naturally essential for games! By the way, this is the final video in the UI category!Odds and Ends of Supervising: Sora Edition [Graphics]Masahiro Sakurai on Creating Games2024-09-20 | When polishing a game, I give each and every detail a thorough check—and today, I'd like to introduce a small part of my supervision feedback from the development of Sora. By the way, this is the final video in the Graphics category, and the last time on this channel I'll be discussing my role as a supervisor.
youtu.be/s08NT-TVCvU youtu.be/wKQ2v9kno9ICRT Displays [Grab Bag]Masahiro Sakurai on Creating Games2024-09-17 | Today, I'll be talking about a type of display that remains popular among a small subset of gamers: CRTs. Many viewers have likely never seen one before, so they're a perfect fit for another Grab Bag episode.H: Effects 1 (Category Compilation) #01~#06Masahiro Sakurai on Creating Games2024-09-15 | In Category H: Effects, I discuss some of the myriad special effects used in games. These are the kinds of visuals whose true value can be seen when in motion.
[Index] 0:00 Opening 0:12 H-1 Make It "Pop" 2:41 H-2 Let Your Characters Shine 4:50 H-3 Flash, Blast, and Smoke 8:11 H-4 Visual Effects in Slow Motion 19:42 H-5 Screen Shake 23:19 H-6 Hit Marks
[Playlist H: Effects] youtube.com/playlist?list=PLgKCjZ2WsVLS_VcVMrFF6eeiI_ER7c6a2Rotation on Two Axes [Animation]Masahiro Sakurai on Creating Games2024-09-13 | Rotation is a simple form of movement! However, that simplicity means we have to be careful that things don't end up looking too mechanical. By the way, this is the final video in the Animation category!Be Mindful of the Time Players are Giving You [Planning & Game Design]Masahiro Sakurai on Creating Games2024-09-10 | I know my games have taken a lot of precious time from my players...and I'm sorry for that! By the way, this is the final video in the Planning & Game Design category! We made it all the way to 30 episodes.Never Get Into Fights [Work Ethic]Masahiro Sakurai on Creating Games2024-09-06 | Don't fight with your teammates! Don't hold grudges! Don't make people upset! At least, not when you don't have to. You never know when these things might come back to haunt you.Elementary School Play Testers [Team Management]Masahiro Sakurai on Creating Games2024-09-03 | A long time ago at HAL Laboratory, we used to bring in team members' children and their friends to play test our games. It's much harder to set this kind of thing up nowadays, but we got some great results out of it...!G: Animation 1 (Category Compilation) #01~#09Masahiro Sakurai on Creating Games2024-08-30 | In Category G: Animation, I share some of the tricks we use to animate characters and other elements in video games.
[Index] 0:00 Opening 0:12 G-1 Assigning Animations 4:47 G-2 Too Much is Just Right 7:41 G-3 Breaking Down Attack Animations 11:13 G-4 Making Lead-ins Instant and Impactful 13:37 G-5 Attack Poses 16:35 G-6 Follow-Throughs Make the Impact 20:51 G-7 Exaggerate to Make Up for Information Loss 23:16 G-8 Posing Suggestions 26:22 G-9 Squashing and Scaling
[Playlist G: Animation] youtube.com/playlist?list=PLgKCjZ2WsVLQ3AFFCkbSXKhsvH1Z7WFXnAmplify Both Strengths and Weaknesses [Game Essence]Masahiro Sakurai on Creating Games2024-08-30 | In today's Game Essence video, I'll be discussing a way characters often end up getting balanced: by rounding off both strengths and weaknesses. While that process certainly can resolve issues, it's hard to say it makes a game more fun...Speedy Screen Transitions [Design Specifics]Masahiro Sakurai on Creating Games2024-08-27 | It may not seem like much is happening during screen transitions, but there's a lot of loading taking place behind the scenes. Still, you should try to keep them as short as possible!Smash Bros. DOJO!! [Marketing]Masahiro Sakurai on Creating Games2024-08-23 | I started the original Smash Bros. DOJO!! back when internet capabilities were much more limited—and it turned out to be very different from other official websites at the time. By the way, this is the final video in the Marketing category!The Limitations of Particle Effects [Effects]Masahiro Sakurai on Creating Games2024-08-20 | Particles are a type of effect which scatter outward in large quantities. You'll often want to display lots of these particles, but that can be easier said than done. By the way, this is the final video in the Effects category!Establishing Characters Through Their Design [Graphics]Masahiro Sakurai on Creating Games2024-08-16 | A well-established character will have a well-established silhouette. While colors, accessories, and other stylistic choices can be important, try switching to black-and-white to make sure the design feels just how you want it to.Being Kind to Beginners [Planning & Game Design]Masahiro Sakurai on Creating Games2024-08-13 | When playing games with other people, I make it a point to be as kind as possible to beginner-level players. Some say it's impolite to hold back, but that's just not true!
Some rumors have suggested that Super Smash Bros. was created as a result of the story I discuss in this episode, but I can confirm that's not the case. This experience had no influence on the concept behind Smash Bros.Turning Anything Into a Competitive Game [Grab Bag]Masahiro Sakurai on Creating Games2024-08-10 | As you might recall from my Retro Game Master crossover, two people can compete by playing the same game at the same time. This versatile method lets you turn any kind of game into a competitive one.
[Special Crossover!] #1 : youtu.be/6QH1cQWmXlY #2 : youtu.be/ll01fYUI_iQ #3 : youtu.be/zfh0oq-_nJQMaking Things Clear, Even Without Words [UI]Masahiro Sakurai on Creating Games2024-08-06 | Let's discuss UI. Whenever possible, it's best to make your menus understandable even without the use of words. In today's video, I'll be sharing some tips that will help you get a bit closer to this ideal.Famicom and NES Audio [Audio]Masahiro Sakurai on Creating Games2024-08-02 | When the Famicom was first released, it could make sounds unlike any console we'd ever seen—which only evolved further over the decade that followed. In this Grab Bag-esque episode, I'll be discussing the audio output of this simple game system.How Good Were the Player’s Actions? [Game Essence]Masahiro Sakurai on Creating Games2024-07-30 | When planning things like game balance, it can be effective to consider exactly how good the player's actions really were. Just be careful not to make things too predictable!When Ideas Wont Come [Work Ethic]Masahiro Sakurai on Creating Games2024-07-26 | It's not easy coming up with great ideas...and sometimes, no matter how hard you think, inspiration just won't strike! Here's what I do when that happens to me.The Limitations of Skeletons [Animation]Masahiro Sakurai on Creating Games2024-07-23 | Skeletons are great for animating models, but there are times I want to push them beyond what they're capable of... This same concept applies to many other things as well.Start with the Climax [Planning & Game Design]Masahiro Sakurai on Creating Games2024-07-19 | One of the most challenging things to design for in a game is giving players control right from the very start. While there's merit to starting out slow and building up the story, it's more suitable these days to cut straight to the action.Directors and Producers [Team Management]Masahiro Sakurai on Creating Games2024-07-16 | Just to be clear: I'm a director, not a producer! Many people aren't sure how these roles differ, so I'd like to discuss exactly that in today's Team Management video.F: Graphics 1 (Category Compilation) #01~#06Masahiro Sakurai on Creating Games2024-07-13 | In Category F: Graphics, I explain what goes into making art for games. Rather than sharing tool tutorials and the like, I offer practical points to consider when creating game visuals.
[Index] 0:00 Opening 0:11 F-1 Draw the Light, Not the Asset 3:41 F-2 Emphasize Objects with Collision 6:07 F-3 Distinguishing Between Major and Minor Elements 8:50 F-4 Get the Sense of Scale Right 12:40 F-5 Supervising Art Through Retouches 15:54 F-6 An Up-Close Look at Smash Bros. Stages
[Playlist F: Graphics] youtube.com/playlist?list=PLgKCjZ2WsVLSO4Zq-JuJzGvhTe1QqRSZ5In-Game Cutscenes [Planning & Game Design]Masahiro Sakurai on Creating Games2024-07-12 | Games nowadays feature all sorts of cutscenes, which can offer players a break from the action or dive deeper into a game's story...as long as you get the balance and implementation right.Manga-like Visuals [Graphics]Masahiro Sakurai on Creating Games2024-07-09 | Just because you're using 3D models, that doesn't mean everything needs to be realistic. Today, I'll go over some "unreal" visual techniques you can try.Online Updates [Design Specifics]Masahiro Sakurai on Creating Games2024-07-05 | As a player, I'm extremely grateful for downloadable updates and patches! As a creator, working on them requires time that could be spent on other projects or opportunities.Game Essence in Strategy Games [Game Essence]Masahiro Sakurai on Creating Games2024-07-02 | It goes without saying that a battle between two equivalent forces will naturally end in a tie—but using strategy to overcome such stalemates is at the core of this genre's game essence.Adding Help Text to Menus [UI]Masahiro Sakurai on Creating Games2024-06-28 | "Help text" refers to the descriptive text that explains how menu items function. I highly recommend utilizing it! But please try to be as clear and concise as possible when writing this text.Echo Chambers [Work Ethic]Masahiro Sakurai on Creating Games2024-06-25 | In the internet age, it's easy to gather information and opinions online. However, I worry that it's growing more and more difficult to stay objective. When you feel like "everyone" is saying something, is it really everyone...?Gameplay as Part of a Live Performance [Grab Bag]Masahiro Sakurai on Creating Games2024-06-21 | In this Grab Bag episode, I'll be discussing a very special gameplay experience I once had! I've shared recordings from some PRESS START concerts in the past, and you can look forward to more music in today's video as well.Targeting and Market Research [Marketing]Masahiro Sakurai on Creating Games2024-06-18 | Deciding on a target audience and performing market research are both important, but they can't tell you everything, so don't let them limit you too much!Always Keep Attack Collision in Mind [Animation]Masahiro Sakurai on Creating Games2024-06-14 | Assigning attack collision to an animation as-is doesn't often work out too well. While this task is generally handled by game designers, I've focused this video toward animators, too.Destroying One Wall [Graphics]Masahiro Sakurai on Creating Games2024-06-11 | Sometimes, one particular part of a game requires in-depth supervision to get right... It can take a lot of work to change something for the better—and today, I'd like to show you an example of how true that can be.Flashing Effects [Effects]Masahiro Sakurai on Creating Games2024-06-07 | "Flashing" refers to having elements like characters or the entire screen light up. Simple as it is, there are a lot of techniques involved. Be warned, this video contains lots of flashing effects!Using Other Songs for Audio Reference [Audio]Masahiro Sakurai on Creating Games2024-06-04 | When composing a piece of music, sometimes the perfect song to fit your vision already exists. This can be a great help, but also presents a potential pitfall—so be careful when referencing someone else's work.Computer-Controlled Players [Planning & Game Design]Masahiro Sakurai on Creating Games2024-06-01 | People want CPU-controlled players to move as if they were controlled by a human, but that's an extremely difficult demand to meet! Humans and computers are fundamentally different, after all—so how can we accommodate this?Play Testing Keeps Going [Team Management]Masahiro Sakurai on Creating Games2024-05-28 | Play testing allows developers to get valuable data for improving game balance, but be warned: it truly is an unending battle!E: Team Management 1 (Category Compilation) #01~#07Masahiro Sakurai on Creating Games2024-05-28 | In Category E: Team Management, I offer strategies for managing dev teams smoothly. As games are often a team effort, this information should prove useful.
[Index] 0:00 Opening 0:11 E-1 Sharing Info Within a Team 3:29 E-2 Jobs in Game Development 10:32 E-3 Don't Wait to Speak Your Mind 14:09 E-4 Ten People Can Produce Seven People's Work 16:53 E-5 Explain Ideas to Everyone at Once 20:27 E-6 Daily Report Suggestions 24:45 E-7 Bug Testing Never Ends
[Playlist E: Team Management] youtube.com/playlist?list=PLgKCjZ2WsVLRwtBHwxMGSIDD1OB4PiMBgMandatory Strategies and Strategic Balance [Game Essence]Masahiro Sakurai on Creating Games2024-05-24 | There's no one right way to make a game! But you do need to hone in on the experience you want to provide. In this episode, I'll examine this from both sides of the issue.Average and Mediocre Are the Same Thing [Design Specifics]Masahiro Sakurai on Creating Games2024-05-21 | Trying to make everything "fair" will just result in everything becoming average—and that's no fun! Average just means mediocre, bland, and unremarkable.Transparency Features [Programming & Tech]Masahiro Sakurai on Creating Games2024-05-17 | We implement a variety of debug features during a game's development, and today, I'd like to introduce one of our more useful tools. This may be a Programming & Tech video, but it's got some Grab Bag and even some Graphics in it as well.
By the way, this is the final video in the Programming & Tech category!Storage Tips [Grab Bag]Masahiro Sakurai on Creating Games2024-05-14 | How do you store all your unwieldy games and consoles? In today's Grab Bag, I'll be sharing my own solutions!Final Output [Graphics]Masahiro Sakurai on Creating Games2024-05-11 | Creating a game's visuals isn't as simple as making a model or drawing an image—it's the post-processing which lends them real depth and presence.