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Masahiro Sakurai on Creating Games

Masahiro Sakurai on Creating Games

Season 2 Episode 4 - Kirby Air Ride [Game Concepts]

2022

Join Masahiro Sakurai, director of several Kirby games and the Super Smash Bros. series, as he reflects on his work in the games industry and offers insightful and easy-to-understand advice about game development. The goal? To try and help make games around the world a little more fun!

Episodes in Season 2

1

Flash, Blast, and Smoke [Effects]

3 min

2

Deconstruct, Analyze, and Rebuild [Planning & Game Design]

3 min

3

Team Digital or Team Physical? [Grab Bag]

2 min

4

Kirby Air Ride [Game Concepts]

6 min

NOW PLAYING
5

Don't Wait to Speak Your Mind [Team Management]

3 min

6

Don't Anchor Your Center Point [Design Specifics]

2 min

7

Attack Poses [Animation]

3 min

8

Get the Sense of Scale Right [Graphics]

3 min

9

Good Errands and Bad Errands [Planning & Game Design]

3 min

10

Falling Sells the Feeling of Flight [Game Essence]

2 min

11

Sora's Work-From-Home Strategies [Grab Bag]

4 min

12

You'll Forget the Hardship, But the Game Will Endure! [Work Ethic]

3 min

13

Put Parameters in Brackets [Programming & Tech]

5 min

14

Game Music and Ambient Sounds [Audio]

3 min

15

Directors Need to Be Unique [Work Ethic]

2 min

16

Do We Really Need Enemies? [Game Essence]

3 min

17

Competing with the Past [Grab Bag]

3 min

18

Say No to Slow! [Design Specifics]

3 min

19

Meteos [Game Concepts]

8 min

20

Consider Rewards First [Game Essence]

2 min

21

Learn to Count Frames! [Planning & Game Design]

3 min

22

Follow-Throughs Make the Impact [Animation]

4 min

23

Loading Screens [UI]

2 min

24

Visual Effects in Slow Motion [Effects]

11 min

25

Marketing is Multiplicative [Marketing]

3 min

26

Games and Eye Strain [Grab Bag]

2 min

27

Do Competitive Games Have to Be Complex? [Game Essence]

4 min

28

Just Do It Already! [Work Ethic]

2 min

29

Units of Speed [Design Specifics]

3 min

30

Making Tutorials Feel Natural [Planning & Game Design]

3 min

31

Game Essence in Falling-Block Puzzle Games [Game Essence]

2 min

32

Mastering Up [Grab Bag]

2 min

33

Ten People Can Produce Seven People's Work [Team Management]

2 min

34

Audio as Fiction and Non-Fiction [Audio]

2 min

35

Supervising Art Through Retouches [Graphics]

3 min

36

Exaggerate to Make Up for Information Loss [Animation]

2 min

37

Sodatete! Kouchuu Ouja Mushiking [Game Concepts]

9 min

38

Emphasizing Text [UI]

2 min

39

Using Tickets to Manage Tasks [Programming & Tech]

3 min

40

Praise the Player! [Planning & Game Design]

2 min

41

The Family Computer (and the NES) [Grab Bag]

5 min

42

Dying Comes as a Relief? [Game Essence]

2 min

43

How I Stuck With My Column [Work Ethic]

4 min

44

An Up-Close Look at Smash Bros. Stages [Graphics]

17 min

45

Development Secrets of the Original Kirby [Grab Bag]

17 min

46

Paint an Accurate Picture of Your Game [Marketing]

3 min

47

Behavior at Ledges [Design Specifics]

2 min

48

Screen Shake [Effects]

3 min

49

Don't Be Unresponsive [Planning & Game Design]

2 min

50

Mountain Climbing Is More Than Just Climbing [Game Essence]

2 min

51

Posing Suggestions [Animation]

3 min

52

Voice Recording [Audio]

4 min

53

Super Smash Bros. Brawl [Game Concepts]

7 min

54

Don't Rely on a "Plan B" [Work Ethic]

2 min

55

Canceled Games [Grab Bag]

3 min

56

Menus Define Your World [UI]

2 min

57

Branching Tastes [Work Ethic]

4 min

58

Game Writing is Unique [Planning & Game Design]

3 min

59

Explain Ideas to Everyone at Once [Team Management]

3 min

60

The Basics of Pixel Art [Graphics]

2 min

61

♪ PRESS START [Grab Bag]

18 min

62

Make Retries Quick [Game Essence]

2 min

63

Family BASIC [Programming & Tech]

12 min

64

Maps Are Game Screens, Too [Design Specifics]

2 min

65

The Fun in Picking Sides [Planning & Game Design]

2 min

66

Squashing and Scaling [Animation]

2 min

67

Game Demos [Marketing]

3 min

68

Daily Report Suggestions [Team Management]

4 min

69

Games During My Childhood [Grab Bag]

5 min

70

Kid Icarus: Uprising [Game Concepts]

13 min

71

Broad Input, Broad Output [Work Ethic]

2 min

72

Arranging Music [Audio]

4 min

73

Is Your Game Appealing Enough to Start Over? [Game Essence]

4 min

74

Motion Sickness in 3D Games [Planning & Game Design]

3 min

75

Unifying Visual Style [Graphics]

2 min

76

Hit Marks [Effects]

4 min

77

The Team Behind Super Smash Bros. Brawl [Grab Bag]

6 min

78

Color-Coding Your Game [UI]

2 min

79

Game Essence in Shooting Games [Game Essence]

2 min

80

Super Smash Bros. for 3DS / Wii U [Game Concepts]

11 min

81

Bug Testing Never Ends [Team Management]

4 min

82

Staying Organized with Hierarchical Outlines [Planning & Game Design]

2 min

83

A Fight Between Live Action and Animation [Graphics]

4 min

84

Guidelines [Grab Bag]

3 min

85

Masahiro Sakurai on Creating Games Introduction Video

1 min

86

Unexpected Results [Design Specifics]

4 min

87

Damage Animations [Animation]

4 min

88

Official Websites [Marketing]

4 min

89

Keep Your Internal Pressure High [Work Ethic]

2 min

90

Knockback in Super Smash Bros. [Programming & Tech]

3 min

91

The Original Piece is Always Right [Audio]

6 min

92

Make Important Elements Bigger [UI]

2 min

93

More Game Essence Means Less Broad Appeal [Game Essence]

4 min

94

Show and Tell: Some Rare Belongings [Grab Bag]

4 min

95

The Perils of Interpolation [Animation]

4 min

96

Planning Your Game’s Rewards [Planning & Game Design]

5 min

97

Do Graphics Impact Fun? [Graphics]

2 min

98

Billboards [Effects]

2 min

99

Flick Input [Design Specifics]

2 min

100

Special Crossover! #1 [Special]

26 min

101

Special Crossover! #2 [Special]

27 min

102

Special Crossover! #3 [Special]

26 min

103

The Majority Shouldn't Always Rule [Work Ethic]

2 min

104

The Shoryuken Command [Game Essence]

4 min

105

Super Smash Bros. Ultimate [Game Concepts]

12 min

106

Avoiding Comparison [Planning & Game Design]

3 min

107

Making Games as Part of a Company [Team Management]

3 min

108

Fighter Reveal Videos [Marketing]

6 min

109

Making Sequels [Planning & Game Design]

4 min

110

Odds and Ends of Supervising [Graphics]

11 min

111

Facial Animations [Animation]

2 min

112

Strong Attack, Light Reverb [Audio]

3 min

113

Game & Watch Designs [Grab Bag]

4 min

114

I Want to Choose Fast! [UI]

2 min

115

The Pros and Cons of Leaderboards [Game Essence]

3 min

116

The Power of Suggestion [Work Ethic]

2 min

117

How Multiple People Work on One File [Programming & Tech]

2 min

118

Teaching Players How to Play [Design Specifics]

2 min

119

Making Things Look Miniature [Graphics]

2 min

120

It’s Easier If They Already Know [Planning & Game Design]

3 min

121

Creators Change, Too [Grab Bag]

2 min

122

Finish Everything Within the Day [Team Management]

3 min

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