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Masahiro Sakurai on Creating Games

Masahiro Sakurai on Creating Games

Season 2 Episode 85 - Masahiro Sakurai on Creating Games Introduction Video

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

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

NOW PLAYING
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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