46:14
Masahiro Sakurai on Creating Games: Finale Special
Masahiro Sakurai on Creating Games
3:10
Up is Down, and Down is Up [Work Ethic]
9:39
Mr. Iwata [Grab Bag]
2:23
A Director’s Job is to Trim [Team Management]
2:26
No Masterpiece Has Bad Audio [Audio]
2:34
Give Yourself a Handicap When Balancing Your Game [Game Essence]
2:42
What Happens When You Shift the Center of Gravity? [Design Specifics]
3:24
HUDs [UI]
9:55
Odds and Ends of Supervising: Sora Edition [Graphics]
5:01
CRT Displays [Grab Bag]
3:27
Rotation on Two Axes [Animation]
2:49
Be Mindful of the Time Players are Giving You [Planning & Game Design]
2:47
Never Get Into Fights [Work Ethic]
2:10
Elementary School Play Testers [Team Management]
2:52
Amplify Both Strengths and Weaknesses [Game Essence]
2:41
Speedy Screen Transitions [Design Specifics]
5:58
Smash Bros. DOJO!! [Marketing]
4:40
The Limitations of Particle Effects [Effects]
Establishing Characters Through Their Design [Graphics]
2:59
Being Kind to Beginners [Planning & Game Design]
2:28
Turning Anything Into a Competitive Game [Grab Bag]
Making Things Clear, Even Without Words [UI]
6:14
Famicom and NES Audio [Audio]
How Good Were the Player’s Actions? [Game Essence]
2:45
When Ideas Won't Come [Work Ethic]
3:12
The Limitations of Skeletons [Animation]
Start with the Climax [Planning & Game Design]
4:04
Directors and Producers [Team Management]
3:01
In-Game Cutscenes [Planning & Game Design]
3:04
Manga-like Visuals [Graphics]
3:58
Online Updates [Design Specifics]
2:55
Game Essence in Strategy Games [Game Essence]
2:32
Adding Help Text to Menus [UI]
3:09
Echo Chambers [Work Ethic]
7:14
Gameplay as Part of a Live Performance [Grab Bag]
4:23
Targeting and Market Research [Marketing]
Always Keep Attack Collision in Mind [Animation]
4:25
All to Destroy One Wall [Graphics]
4:12
Flashing Effects [Effects]
2:58
Using Other Songs for Audio Reference [Audio]
5:06
Computer-Controlled Players [Planning & Game Design]
3:32
Play Testing Keeps Going [Team Management]
2:08
Mandatory Strategies and Strategic Balance [Game Essence]
3:36
Average and Mediocre Are the Same Thing [Design Specifics]
2:19
Transparency Features [Programming & Tech]
9:36
Storage Tips [Grab Bag]
2:30
Final Output [Graphics]
A World with Less Color [Planning & Game Design]
Better Than Not Being Able to Beat the Game [Game Essence]
Say It, and It Might Come True [Work Ethic]
Advancing Text [UI]
Portraying Fingers [Animation]
4:56
1986: The Year of Legend [Grab Bag]
4:20
Bug Testing Systems [Team Management]
2:39
Playing Games in Front of Other People [Marketing]
3:37
Using Parameters to Establish Characters [Planning & Game Design]
2:31
Making the Imaginary Feel Real [Graphics]
2:01
Balancing Ambient Sounds [Audio]
Making "Work" Games Fun [Game Essence]
3:39
Handicap Systems [Design Specifics]
2:04
Making Effects the Right Size [Effects]
4:03
Presenting Scores [Planning & Design]
2:44
A World Without Footprints [Grab Bag]
3:23
Competition and Abundance [Work Ethic]
3:20
Button Settings [UI]
2:09
Crafting “Similar” Games [Planning & Game Design]
2:43
Debug Mode [Programming & Tech]
Animation Blending [Animation]
Game Essence in Action Games [Game Essence]
Motion Blur [Graphics]
Don’t Put Decisions Off [Team Management]
2:12
Turning Gift-Giving Into a Game [Grab Bag]
3:54
Randomness Spices Games Up [Design Specifics]
3:49
Faithfulness Comes First in Licensed Games [Game Essence]
Staying True to Your Concept [Work Ethic]
Show the Actual Game! [Marketing]
3:02
Giving Feedback for Sound Effects [Audio]
Dealing With Color Disparity [Graphics]
4:10
Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag]
3:31
Customization Lets Your Imagination Play [Planning & Game Design]
Flipped Animation [Animation]
2:22
Let Them Skip, Let Them Pause [UI]
3:59
Blade Trails [Effects]
3:50
What is “Play”? [Game Essence]
3:03
Finish Everything Within the Day [Team Management]
Creators Change, Too [Grab Bag]
It’s Easier If They Already Know [Planning & Game Design]
Making Things Look Miniature [Graphics]
Teaching Players How to Play [Design Specifics]
2:40
How Multiple People Work on One File [Programming & Tech]
2:33
The Power of Suggestion [Work Ethic]
3:15
The Pros and Cons of Leaderboards [Game Essence]
I Want to Choose Fast! [UI]
Game & Watch Designs [Grab Bag]
3:00
Strong Attack, Light Reverb [Audio]
Facial Animations [Animation]
11:53
Odds and Ends of Supervising [Graphics]
4:01
Making Sequels [Planning & Game Design]
6:38
Fighter Reveal Videos [Marketing]
3:40
Making Games as Part of a Company [Team Management]
3:05
Avoiding Comparison [Planning & Game Design]
12:24
Super Smash Bros. Ultimate [Game Concepts]
The Shoryuken Command [Game Essence]
The Majority Shouldn't Always Rule [Work Ethic]
Flick Input [Design Specifics]
Billboards [Effects]
2:50
Do Graphics Impact Fun? [Graphics]
5:10
Planning Your Game’s Rewards [Planning & Game Design]
The Perils of Interpolation [Animation]
4:44
Show and Tell: Some Rare Belongings [Grab Bag]
4:02
More Game Essence Means Less Broad Appeal [Game Essence]
2:17
Make Important Elements Bigger [UI]
6:45
The Original Piece is Always Right [Audio]
3:19
Knockback in Super Smash Bros. [Programming & Tech]
Keep Your Internal Pressure High [Work Ethic]
4:55
Official Websites [Marketing]
4:11
Damage Animations [Animation]
Unexpected Results [Design Specifics]
Guidelines [Grab Bag]
4:31
A Fight Between Live Action and Animation [Graphics]
2:25
Staying Organized with Hierarchical Outlines [Planning & Game Design]
4:27
Bug Testing Never Ends [Team Management]
11:00
Super Smash Bros. for 3DS / Wii U [Game Concepts]
Game Essence in Shooting Games [Game Essence]
2:27
Color-Coding Your Game [UI]
6:36
The Team Behind Super Smash Bros. Brawl [Grab Bag]
4:50
Hit Marks [Effects]
Unifying Visual Style [Graphics]
Motion Sickness in 3D Games [Planning & Game Design]
4:21
Is Your Game Appealing Enough to Start Over? [Game Essence]
4:24
Arranging Music [Audio]
Broad Input, Broad Output [Work Ethic]
12:59
Kid Icarus: Uprising [Game Concepts]
5:35
Games During My Childhood [Grab Bag]
Daily Report Suggestions [Team Management]
3:44
Game Demos [Marketing]
Squashing and Scaling [Animation]
The Fun in Picking Sides [Planning & Game Design]
Maps Are Game Screens, Too [Design Specifics]
12:10
Family BASIC [Programming & Tech]
2:56
Make Retries Quick [Game Essence]
18:42
♪ PRESS START [Grab Bag]
The Basics of Pixel Art [Graphics]
Explain Ideas to Everyone at Once [Team Management]
Game Writing is Unique [Planning & Game Design]
4:07
Branching Tastes [Work Ethic]
Menus Define Your World [UI]
Canceled Games [Grab Bag]
Don't Rely on a "Plan B" [Work Ethic]
7:33
Super Smash Bros. Brawl [Game Concepts]
Voice Recording [Audio]
Posing Suggestions [Animation]
Mountain Climbing Is More Than Just Climbing [Game Essence]
2:37
Don't Be Unresponsive [Planning & Game Design]
Screen Shake [Effects]
Behavior at Ledges [Design Specifics]
Paint an Accurate Picture of Your Game [Marketing]
17:23
Development Secrets of the Original Kirby [Grab Bag]
17:36
An Up-Close Look at Smash Bros. Stages [Graphics]
4:22
How I Stuck With My Column [Work Ethic]
Dying Comes as a Relief? [Game Essence]
5:49
The Family Computer (and the NES) [Grab Bag]
2:35
Praise the Player! [Planning & Game Design]
3:18
Using Tickets to Manage Tasks [Programming & Tech]
Emphasizing Text [UI]
9:18
Sodatete! Kouchuu Ouja Mushiking [Game Concepts]
2:29
Exaggerate to Make Up for Information Loss [Animation]
3:17
Supervising Art Through Retouches [Graphics]
Audio as Fiction and Non-Fiction [Audio]
Ten People Can Produce Seven People's Work [Team Management]
Mastering Up [Grab Bag]
2:48
Game Essence in Falling-Block Puzzle Games [Game Essence]
Making Tutorials Feel Natural [Planning & Game Design]
Units of Speed [Design Specifics]
Just Do It Already! [Work Ethic]
Do Competitive Games Have to Be Complex? [Game Essence]
Games and Eye Strain [Grab Bag]
Marketing is Multiplicative [Marketing]
11:34
Visual Effects in Slow Motion [Effects]
Loading Screens [UI]
4:18
Follow-Throughs Make the Impact [Animation]
Learn to Count Frames! [Planning & Game Design]
Consider Rewards First [Game Essence]
8:33
Meteos [Game Concepts]
3:07
Say No to Slow! [Design Specifics]
Competing with the Past [Grab Bag]
Do We Really Need Enemies? [Game Essence]
Directors Need to Be Unique [Work Ethic]
Game Music and Ambient Sounds [Audio]
5:03
Put Parameters in Brackets [Programming & Tech]
3:28
You'll Forget the Hardship, But the Game Will Endure! [Work Ethic]
Sora's Work-From-Home Strategies [Grab Bag]
Falling Sells the Feeling of Flight [Game Essence]
3:34
Good Errands and Bad Errands [Planning & Game Design]
3:52
Get the Sense of Scale Right [Graphics]
Attack Poses [Animation]
2:51
Don't Anchor Your Center Point [Design Specifics]
Don't Wait to Speak Your Mind [Team Management]
6:33
Kirby Air Ride [Game Concepts]
Team Digital or Team Physical? [Grab Bag]