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Masahiro Sakurai on Creating Games (257 videos)
Tracks in this Playlist
Masahiro Sakurai on Creating Games: Finale Special
Up is Down, and Down is Up [Work Ethic]
Mr. Iwata [Grab Bag]
A Director’s Job is to Trim [Team Management]
No Masterpiece Has Bad Audio [Audio]
Give Yourself a Handicap When Balancing Your Game [Game Essence]
What Happens When You Shift the Center of Gravity? [Design Specifics]
HUDs [UI]
Odds and Ends of Supervising: Sora Edition [Graphics]
CRT Displays [Grab Bag]
Rotation on Two Axes [Animation]
Be Mindful of the Time Players are Giving You [Planning & Game Design]
Never Get Into Fights [Work Ethic]
Elementary School Play Testers [Team Management]
Amplify Both Strengths and Weaknesses [Game Essence]
Speedy Screen Transitions [Design Specifics]
Smash Bros. DOJO!! [Marketing]
The Limitations of Particle Effects [Effects]
Establishing Characters Through Their Design [Graphics]
Being Kind to Beginners [Planning & Game Design]
Turning Anything Into a Competitive Game [Grab Bag]
Making Things Clear, Even Without Words [UI]
Famicom and NES Audio [Audio]
How Good Were the Player’s Actions? [Game Essence]
When Ideas Won't Come [Work Ethic]
The Limitations of Skeletons [Animation]
Start with the Climax [Planning & Game Design]
Directors and Producers [Team Management]
In-Game Cutscenes [Planning & Game Design]
Manga-like Visuals [Graphics]
Online Updates [Design Specifics]
Game Essence in Strategy Games [Game Essence]
Adding Help Text to Menus [UI]
Echo Chambers [Work Ethic]
Gameplay as Part of a Live Performance [Grab Bag]
Targeting and Market Research [Marketing]
Always Keep Attack Collision in Mind [Animation]
All to Destroy One Wall [Graphics]
Flashing Effects [Effects]
Using Other Songs for Audio Reference [Audio]
Computer-Controlled Players [Planning & Game Design]
Play Testing Keeps Going [Team Management]
Mandatory Strategies and Strategic Balance [Game Essence]
Average and Mediocre Are the Same Thing [Design Specifics]
Transparency Features [Programming & Tech]
Storage Tips [Grab Bag]
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]
1986: The Year of Legend [Grab Bag]
Bug Testing Systems [Team Management]
Playing Games in Front of Other People [Marketing]
Using Parameters to Establish Characters [Planning & Game Design]
Making the Imaginary Feel Real [Graphics]
Balancing Ambient Sounds [Audio]
Making "Work" Games Fun [Game Essence]
Handicap Systems [Design Specifics]
Making Effects the Right Size [Effects]
Presenting Scores [Planning & Design]
A World Without Footprints [Grab Bag]
Competition and Abundance [Work Ethic]
Button Settings [UI]
Crafting “Similar” Games [Planning & Game Design]
Debug Mode [Programming & Tech]
Animation Blending [Animation]
Game Essence in Action Games [Game Essence]
Motion Blur [Graphics]
Don’t Put Decisions Off [Team Management]
Turning Gift-Giving Into a Game [Grab Bag]
Randomness Spices Games Up [Design Specifics]
Faithfulness Comes First in Licensed Games [Game Essence]
Staying True to Your Concept [Work Ethic]
Show the Actual Game! [Marketing]
Giving Feedback for Sound Effects [Audio]
Dealing With Color Disparity [Graphics]
Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag]
Customization Lets Your Imagination Play [Planning & Game Design]
Flipped Animation [Animation]
Let Them Skip, Let Them Pause [UI]
Blade Trails [Effects]
What is “Play”? [Game Essence]
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]
How Multiple People Work on One File [Programming & Tech]
The Power of Suggestion [Work Ethic]
The Pros and Cons of Leaderboards [Game Essence]
I Want to Choose Fast! [UI]
Game & Watch Designs [Grab Bag]
Strong Attack, Light Reverb [Audio]
Facial Animations [Animation]
Odds and Ends of Supervising [Graphics]
Making Sequels [Planning & Game Design]
Fighter Reveal Videos [Marketing]
Making Games as Part of a Company [Team Management]