Masahiro Sakurai on Creating Games

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  • Estreou: Ago 2022
  • Episódios: 126
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About This Channel
Episode overview
Exibido em:
Ago 23, 2022
Join me as I kick off my new channel, "Masahiro Sakurai on Creating Games," with an overview of the kinds of things I'll be talking about. Why am I making a channel, exactly? You'll find out in this video.
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Masahiro Sakurai's Creative Works
Episode overview
Exibido em:
Ago 23, 2022
This video offers a brief introduction to my major creative works as of 2022. I've been involved in numerous other projects as well, of course, but for games in particular, I chose to .. show full overview
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Stop for Big Moments! [Design Specifics]
Episode overview
Exibido em:
Ago 23, 2022
Have you ever heard of something called "hit stop"? The thinking behind it can be applied to more than just hits—in fact, it'd be a waste to only use it there! By the way, an extra .. show full overview
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Kirby's Dream Land [Game Concepts]
Episode overview
Exibido em:
Ago 24, 2022
In the Game Concepts category, I'll be looking back at how I came up with the ideas for each of the games I worked on, in release order. I have lots of memories associated with these .. show full overview
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Frame Rates [Planning & Game Design]
Episode overview
Exibido em:
Ago 26, 2022
In the Planning & Game Design category, I'll talk about topics to consider when coming up with game ideas and mechanics. In this first entry, we'll explore frame rates, which are the .. show full overview
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Risk and Reward [Game Essence]
Episode overview
Exibido em:
Ago 28, 2022
In the Game Essence category, I'll explore the thinking behind "game essence" and how it impacts the push and pull at the heart of games. In this episode, we'll look at a theory I've .. show full overview
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Game Development Isn't a Game [Work Ethic]
Episode overview
Exibido em:
Ago 31, 2022
In the Work Ethic category, I'd like to talk about the ways we approach and prepare for our jobs. How we think and feel about our work is important—we're not robots, after all. The .. show full overview
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Down with Lag! [Grab Bag]
Episode overview
Exibido em:
Set 01, 2022
In the Grab Bag category, you never know what you're going to get. Here, we'll delve into topics that don't quite fit neatly into any of the other categories—though the conversations .. show full overview
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Squeeze and Release [Game Essence]
Episode overview
Exibido em:
Set 04, 2022
Isn't it strange how games stress you out in order to make you feel good? What's going on there?? Lots of games draw inspiration from other works, but rather than just mimic the rules .. show full overview
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Draw the Light, Not the Asset [Graphics]
Episode overview
Exibido em:
Set 07, 2022
In the Graphics category, we'll talk about making art for games. I won't be sharing tool tutorials and such, but rather practical points to consider when creating game visuals. Hmm, .. show full overview
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Kirby's Adventure [Game Concepts]
Episode overview
Exibido em:
Set 09, 2022
In the Game Concepts category, I'll be looking back at how I came up with the ideas for each of my games. For this second entry, we'll look at Kirby's Adventure. Kirby's Adventure is .. show full overview
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Presentations Are All About Speed! [Work Ethic]
Episode overview
Exibido em:
Set 11, 2022
Watch this video, and you'll have what it takes to make your presentations a one-hit KO! If you want to get your proposals approved, the most important step is to trim the fat.
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Game Awards [Grab Bag]
Episode overview
Exibido em:
Set 15, 2022
It's Grab Bag time again—the category where you never know what you're going to get. (Though I'll try to keep it related to games.) Despite being involved in the Game Designers Award .. show full overview
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Assigning Animations [Animation]
Episode overview
Exibido em:
Set 17, 2022
In the Animation category, I'll be sharing some of the tricks we use to express character movement. In this episode, I'll talk about how I communicate my vision for a character's .. show full overview
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Game Essence in Role-Playing Games [Game Essence]
Episode overview
Exibido em:
Set 20, 2022
What defines an RPG? There are countless different elements that make up role-playing games. In this episode, I'll be taking a look at the risk and reward present in two core tenets of .. show full overview
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Make It "Pop" [Effects]
Episode overview
Exibido em:
Set 22, 2022
In the Effects category, I'll be discussing some of the myriad special effects used in games. Additive blending and glare, when overused, can make a game look unrefined, don't you .. show full overview
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Just Let Them Play! [Planning & Game Design]
Episode overview
Exibido em:
Set 25, 2022
When I'm making games, I try to be sensitive about how long players have to wait before they actually start playing. People tend to get annoyed when they can't jump right into a game, so don't keep them sitting around—just let them play!
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Clarity vs. Style [UI]
Episode overview
Exibido em:
Set 28, 2022
UI—short for user interface. In this category, I'll be talking about the on-screen elements of UI in games, such as menus and other display information. Clarity alone doesn't .. show full overview
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Giving "Weight" to Buttons [Design Specifics]
Episode overview
Exibido em:
Set 30, 2022
When I was a kid, I was blown away by how I could use my hands to move things around on-screen. We play games by receiving information with our eyes and ears, then sending information .. show full overview
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Kirby Super Star [Game Concepts]
Episode overview
Exibido em:
Out 02, 2022
In my latest Game Concepts video, I'll be taking a look at Kirby Super Star and breaking down the two major themes it was built on. By the end, you'll understand exactly how I came up with them.
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Try Telling That to the Player [Work Ethic]
Episode overview
Exibido em:
Out 04, 2022
Working with computers can be a real headache at times. You have to tell them everything in precise detail, and even then, they don't always behave how you want them to. But in the midst .. show full overview
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Name Files Logically [Programming & Tech]
Episode overview
Exibido em:
Out 07, 2022
I've also prepared a Programming & Tech category—though I'll do my best to keep things simple. Given the confidential nature of tech, not to mention the vast variety in people's work .. show full overview
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Keeping Rewards in Sight [Planning & Game Design]
Episode overview
Exibido em:
Out 10, 2022
This episode is a bit like a note-to-self about a topic I wish I'd been more proactive about in the past. Rewarding players is a big part of what makes games fun, but how do you do that effectively?
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Exercise While You Game! [Grab Bag]
Episode overview
Exibido em:
Out 12, 2022
It's time for another grab bag! For game dev work and for concentration in general, physical fitness is vital. A little exercise can go a long way, after all. I think about this topic often, so I'd like to share how I make exercise a bit more fun.
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Make the Tempo Match the Game [Audio]
Episode overview
Exibido em:
Out 14, 2022
For the first video in the Audio category, I'll be talking about tempo. When I'm supervising music composition, I find myself requesting tempo revisions quite often. Composers don't .. show full overview
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Fun Beyond Game Essence [Game Essence]
Episode overview
Exibido em:
Out 17, 2022
We've talked about "game essence" before, but game essence isn't the only thing that makes games fun! In this video, I'll talk about some types of games that don't rely on game .. show full overview
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Super Smash Bros [Game Concepts]
Episode overview
Exibido em:
Out 20, 2022
This time, I'll share the story of how the original Super Smash Bros. came to be. I've also included footage of a game that's never been seen before... Game historians won't want to miss this!
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Too Much is Just Right [Animation]
Episode overview
Exibido em:
Out 23, 2022
It's 3DCG, so elements often get lost. The screen is zoomed out, so it lacks impact. Inbetween-frames get generated automatically, so it feels unlively. For all these reasons and more, "too much" is "just right"!
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Spec Changes [Work Ethic]
Episode overview
Exibido em:
Out 25, 2022
Computers can't be reasoned with, and sometimes even the best-laid game dev plans will require a spec change. If you run into a problem, you need to consider possible solutions, speak up .. show full overview
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Emphasize Objects with Collision [Graphics]
Episode overview
Exibido em:
Out 28, 2022
This is a topic I talk about frequently with artists who work on Smash stages. The fact that it comes up so often means it can be useful in many situations...and also that it can be pretty tricky to get right!
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The Price of Games [Grab Bag]
Episode overview
Exibido em:
Out 30, 2022
It's Grab Bag time again! As someone who has worked on plenty of large-scale game projects over the years, I often wonder... Why do games today cost nearly the same as they did decades ago?
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Strike a Balance with Sound Effects [Audio]
Episode overview
Exibido em:
Nov 02, 2022
How does one balance the different volumes for various sound effects in game design? You can find out how I do it in this video. I'll give you a hint: it's not about how flashy an action is.
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Text Size [UI]
Episode overview
Exibido em:
Nov 04, 2022
Today, I'll talk about how the appropriate display size for game text isn't necessarily the same for each language. I hope this one isn't too tough to follow for non-Japanese speakers...
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Making a Living Making Games [Planning & Game Design]
Episode overview
Exibido em:
Nov 06, 2022
I'm sure there's no shortage of aspiring game developers who watch this show. Well, it's time to get out there and break into the biz! This time, I'll be talking about what you need to do to get a job making games.
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Let Your Characters Shine [Effects]
Episode overview
Exibido em:
Nov 09, 2022
If your visual effects are too flashy, they'll end up outshining your characters. It's important to find ways to keep effects impactful without interfering with other elements.
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Breaking Down Attack Animations [Animation]
Episode overview
Exibido em:
Nov 11, 2022
Lead-ins, attacks, follow-throughs... There are various ways to refer to them, but these fundamentals of attack animations are the focus of today's video.
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Jump Physics [Design Specifics]
Episode overview
Exibido em:
Nov 13, 2022
Most action games feature the ability to jump, which tells you just how important a move it is. Today I'll dive into the topic in detail, as well as share some insight into a secret jump design of my own!
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Writing Game Proposals [Work Ethic]
Episode overview
Exibido em:
Nov 15, 2022
This topic can be relevant to more than just games, so it felt right at home in the Work Ethic category. Game proposals are meant to summarize what your new game is going to be. Today .. show full overview
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My Feline Friend, Fukurashi [Grab Bag]
Episode overview
Exibido em:
Nov 18, 2022
Today's Grab Bag video has nothing to do with games, but I have a feeling it's something you've all been wanting me to cover. I think I can oblige...but just this once! Sharing videos of my cat is very YouTuber of me, isn't it? #cat
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Super Smash Bros. Melee [Game Concepts]
Episode overview
Exibido em:
Nov 21, 2022
In the Game Concepts category, I talk about how I came up with the ideas for each of my games. In the case of Super Smash Bros. Melee, the concept was really quite simple! A speedier pace was merely one of its results.
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The Fiend's Cauldron [Game Essence]
Episode overview
Exibido em:
Nov 23, 2022
The Fiend's Cauldron: a perfect fit for a topic in the Game Essence category. What is it, you ask? Find out by either playing Kid Icarus: Uprising, or by watching this video!
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A Small Window Into the World [Planning & Game Design]
Episode overview
Exibido em:
Nov 25, 2022
Both creators and players have a habit of getting immersed in games, but we sometimes need to take a step back to see the larger picture. Because the one offered by the TV screen itself is quite small indeed.
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Sharing Info Within a Team [Team Management]
Episode overview
Exibido em:
Nov 27, 2022
It's time for a new category: Team Management! Games are often made by teams, so I'll be discussing how to best manage them to keep development going smoothly. Today, I'll be talking about how to maintain visibility among members of a team.
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Distinguishing Between Major and Minor Elements [Graphics]
Episode overview
Exibido em:
Nov 30, 2022
The modeling team is always eager to make things incredibly detailed, but you need to strike a balance! I like to encourage them to focus that energy toward the elements players will see most frequently.
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That Was Then, This Is Now [Grab Bag]
Episode overview
Exibido em:
Dez 02, 2022
I've been wrapped up in video games for a long time, so I'm familiar with games of both the past and present. There's no point in just dwelling on the old days, but at the same time, .. show full overview
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Making Your Game Easy to Tune [Programming & Tech]
Episode overview
Exibido em:
Dez 06, 2022
These days, a great number of people are involved in adjusting a game's balance, so being able to change parameters on the fly is vital. This might be difficult to explain without .. show full overview
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Eight Hit Stop Techniques [Design Specifics]
Episode overview
Exibido em:
Dez 09, 2022
I've talked about hit stop before, but this time I'll be sharing specific details of the hit stop techniques used in Smash Bros. Ultimate. I hope you enjoy your taste of these secret ingredients!
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Let Players Cheat the System [Game Essence]
Episode overview
Exibido em:
Dez 11, 2022
Today, I'll talk about the need for leniency on the part of game developers. Making games means making rules, but sometimes it can be more fun if we allow the player to bend them in .. show full overview
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Making Lead-ins Instant and Impactful [Animation]
Episode overview
Exibido em:
Dez 14, 2022
The first part of an attack animation is called the lead-in. While these might look like nothing more than the simple drawing back of a weapon, there's a lot of thought and craftsmanship that goes into them.
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Jobs in Game Development [Team Management]
Episode overview
Exibido em:
Dez 16, 2022
I'm asked about this topic often, so today I'll be introducing some of the various roles on a game development team. Please keep in mind that team makeup and the names used for these roles may vary between teams and also regions.
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The Potential of One Button [Planning & Game Design]
Episode overview
Exibido em:
Dez 20, 2022
The simplest approach to a game's controls is to distill them down to a single button! But let's not let simplicity lead to sloppiness. I think it's important to differentiate the .. show full overview
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Prep Your Proposals Hot and Fast [Work Ethic]
Episode overview
Exibido em:
Dez 23, 2022
I've spoken previously about writing proposals, but this time I'd like to talk about maintaining momentum as you do so. Lay the groundwork for your game, then finish that proposal in one quick burst!
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Sora Ltd. [Grab Bag]
Episode overview
Exibido em:
Dez 25, 2022
You see the name often on this channel...but who exactly is Sora Ltd.? You could just say it's just me, really. In today's Grab Bag episode, I'll share some info about my .. show full overview
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Listen in Various Environments [Audio]
Episode overview
Exibido em:
Dez 27, 2022
When I'm doing sound checks for my games, I always make sure to listen on cheap TV speakers, too. But, why? Isn't it better to check how things sound in a high-quality studio?
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Modern Quality of Life Features [UI]
Episode overview
Exibido em:
Dez 30, 2022
Today's episode is a bit like a Let's Play, where I'll be providing running commentary as I go hands-on with a game. The game in question has some incredibly well-crafted accessibility settings I'd like to walk you through.
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Flash, Blast, and Smoke [Effects]
Episode overview
Exibido em:
Jan 02, 2023
Today, I'll be talking about explosion effects. It's not enough to just show a blast of orange fire and be done with it. There's actually a series of steps we use to impart the appropriate impact.
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Deconstruct, Analyze, and Rebuild [Planning & Game Design]
Episode overview
Exibido em:
Jan 04, 2023
The title refers to a method I use often when thinking up ideas for a new game. I break down the key points, mull them over, then try to see if I can't think of anything better or more .. show full overview
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Team Digital or Team Physical? [Grab Bag]
Episode overview
Exibido em:
Jan 06, 2023
When you buy games, do you prefer to buy them physically or digitally? As for me, the answer is...in this latest Grab Bag episode!
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Kirby Air Ride [Game Concepts]
Episode overview
Exibido em:
Jan 09, 2023
Kirby Air Ride was actually my first time making consecutive games on a single console! At this point, I was doing supervising work for numerous projects including the Kirby anime .. show full overview
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Don't Wait to Speak Your Mind [Team Management]
Episode overview
Exibido em:
Jan 10, 2023
If you're part of the dev team, you have the potential to change things. Don't wait to take action or talk to someone! While this is a Team Management episode, it crosses into the Work Ethic category, and can apply more generally to most jobs.
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Don't Anchor Your Center Point [Design Specifics]
Episode overview
Exibido em:
Jan 13, 2023
The center point in a game is the spot the camera is focused on. It's always there, but you can't actually see it. While the center point generally follows the player character, it shouldn't anchor to them. Why is that?
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Attack Poses [Animation]
Episode overview
Exibido em:
Jan 15, 2023
Of all the different poses, attack poses are quite possibly the most vital. If they don't come across well, your whole game will suffer! Today, I'd like to share some of the things I kept in mind with these poses while working on Smash Bros.
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Get the Sense of Scale Right [Graphics]
Episode overview
Exibido em:
Jan 18, 2023
The CG models we make for games don't come with a built-in sense of scale. Whether they're giant-sized or the size of a tiny plastic model, if it's the same shape, it's the same object. .. show full overview
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Good Errands and Bad Errands [Planning & Game Design]
Episode overview
Exibido em:
Jan 20, 2023
Many games rely on repeating the same gameplay, which naturally leads to simplistic and repetitive sequences. Fetch quests are one such example. In this video, I'll explore a few ways you can make these straightforward errands more fun.
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Falling Sells the Feeling of Flight [Game Essence]
Episode overview
Exibido em:
Jan 23, 2023
If you want your players to truly experience the thrill of flight, you need to also include the not-so-thrilling stuff like crashing and falling! Opposing elements, when implemented correctly, will heighten and amplify the best parts of your game.
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Sora's Work-From-Home Strategies [Grab Bag]
Episode overview
Exibido em:
Jan 25, 2023
It was thought that the COVID-19 pandemic might not hit the game industry as hard as others, but it forced us to completely change the way we work. In this Grab Bag episode, I'd like to spend some time talking about how that panned out for Sora.
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You'll Forget the Hardship, But the Game Will Endure! [Work Ethic]
Episode overview
Exibido em:
Jan 27, 2023
A creative work will continue to exist for all-time. Even in these YouTube videos, I'm still discussing games I worked on decades ago. This is why it's important to do all you can now, so you don't regret it later.
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Put Parameters in Brackets [Programming & Tech]
Episode overview
Exibido em:
Jan 30, 2023
When balancing a complicated game, numerous people may be adjusting parameters, so it needs to be clear which parameter does what, no matter who's looking at the data. Today I'll talk about how I tackle this detail.
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Game Music and Ambient Sounds [Audio]
Episode overview
Exibido em:
Fev 01, 2023
Ever feel like the music in large-scale titles these days doesn't leave much of an impression? That's because the soundtrack has to fit the game experience! NES fans, think you can name .. show full overview
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Directors Need to Be Unique [Work Ethic]
Episode overview
Exibido em:
Fev 03, 2023
What do all game directors have in common? Not much, it turns out. But the one thing I can think of happens to tie into exactly why they have so little in common.
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Do We Really Need Enemies? [Game Essence]
Episode overview
Exibido em:
Fev 06, 2023
Most games feature enemies that frequently appear to bar your progress. Some people might even say you can't make a game without them. But are they really necessary?
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Competing with the Past [Grab Bag]
Episode overview
Exibido em:
Fev 08, 2023
With all the subscription services available nowadays, consumers have a tremendous amount of media available at their fingertips. But it also means that creators have to compete not .. show full overview
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Say No to Slow! [Design Specifics]
Episode overview
Exibido em:
Fev 11, 2023
Players are busy people! They value their free time! They don't want to wait for the fun to start! ...This might just be the mindset a game designer needs.
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Meteos [Game Concepts]
Episode overview
Exibido em:
Fev 13, 2023
Officially, my credit in Meteos is listed as "game design." My goal was to create a puzzle game with risk and reward in mind. At the time, I put together an animated proposal to help .. show full overview
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Consider Rewards First [Game Essence]
Episode overview
Exibido em:
Fev 17, 2023
All games need rewards, but simply having them isn't enough. You also need ways for players to spend or use them, which will ultimately lead to making your game more fun.
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Learn to Count Frames! [Planning & Game Design]
Episode overview
Exibido em:
Fev 20, 2023
I've been told it's an unusual skill, but the ability to count frames—even just approximately—can really come in handy when making games, since they control the flow of time. In this .. show full overview
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Follow-Throughs Make the Impact [Animation]
Episode overview
Exibido em:
Fev 22, 2023
The follow-through is the period of recovery that follows certain animations such as attacks. The real takeaway from this video is just how long this period can be!
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Loading Screens [UI]
Episode overview
Exibido em:
Fev 24, 2023
The shorter a game's load times, the better—but there's no removing them completely. You can try to cover them up, you can label them clearly and let players catch their breath, you can .. show full overview
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Visual Effects in Slow Motion [Effects]
Episode overview
Exibido em:
Fev 28, 2023
The effects I've discussed so far are all present in the visuals of games, so if you watch carefully, you can learn even without explanation! Today, I'd like to slow down and take a deliberate look at some effects. Let's see what they can show us!
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Marketing is Multiplicative [Marketing]
Episode overview
Exibido em:
Mar 03, 2023
It's time to introduce a new category: Marketing! No matter how good your game is, it may as well not exist if people don't know about it. It's not enough to only put effort into developing something special—you need to spread the word, too!
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Games and Eye Strain [Grab Bag]
Episode overview
Exibido em:
Mar 06, 2023
In today's Grab Bag episode, I'll talk about my struggles with dry eyes. Though they have felt a little better lately... I especially notice smartphone and HDR screens putting a strain on my eyes.
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Do Competitive Games Have to Be Complex? [Game Essence]
Episode overview
Exibido em:
Mar 08, 2023
Competitive games tend to be rather complicated. The same goes for Smash Bros. Ultimate, if you ask me. So...how exactly do we lower the barrier to entry for these kinds of games?
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Just Do It Already! [Work Ethic]
Episode overview
Exibido em:
Mar 10, 2023
My advice today doesn't apply only to game creators—everyone can benefit from taking it to heart. If you want to get your creative engine going, you'll first need to give it a shove. Don't wait—get moving already!
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Units of Speed [Design Specifics]
Episode overview
Exibido em:
Mar 14, 2023
Like time, speed is a vital factor that influences every part of a game! But if you can't convey it properly when writing spec sheets or parameters, you won't get anywhere.
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Making Tutorials Feel Natural [Planning & Game Design]
Episode overview
Exibido em:
Mar 17, 2023
Since games rarely come with instruction manuals these days, using tutorials to teach the controls is more important than ever. If possible, you want players to learn, but also feel like they're making progress at the same time.
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Game Essence in Falling-Block Puzzle Games [Game Essence]
Episode overview
Exibido em:
Mar 20, 2023
I touched on this a bit in my Meteos video, but today, I'd like to take another look at the game essence in falling-block puzzle games. Rather than imitate other games, you'll do much better if you understand the core principles!
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Mastering Up [Grab Bag]
Episode overview
Exibido em:
Mar 22, 2023
When your game is finished and ready to be shipped, that's called "mastering up," or "going gold." Congratulations—you did it! But I should warn you, it's not nearly as big a relief as you might expect...
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Ten People Can Produce Seven People's Work [Team Management]
Episode overview
Exibido em:
Mar 24, 2023
A team of two should get the job done twice as fast, right? Well...it's not that simple. The more members you have on a team, the more work you need to put into management and communication.
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Audio as Fiction and Non-Fiction [Audio]
Episode overview
Exibido em:
Mar 28, 2023
Sound effects in games tend to be exaggerated, but making them realistic may help convey more information. There's nothing wrong with either approach, as long as you strike the right balance for your game.
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Supervising Art Through Retouches [Graphics]
Episode overview
Exibido em:
Mar 31, 2023
For game directors, the ability to convey their vision clearly to team members is an absolute must. Today, I'll be introducing a practical method I like to use when supervising the creation of graphical assets.
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Exaggerate to Make Up for Information Loss [Animation]
Episode overview
Exibido em:
Abr 03, 2023
This episode, we'll be looking at a school of thought regarding game animation which was used by a renowned film director on a certain title.
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Sodatete! Kouchuu Ouja Mushiking [Game Concepts]
Episode overview
Exibido em:
Abr 05, 2023
I doubt too many of my overseas viewers will know about this handheld digital game. The proposal I made for it back then was quite animated, so let's give it a good look!
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Emphasizing Text [UI]
Episode overview
Exibido em:
Abr 08, 2023
When making a game, it's possible to add effects to your text and subtitles. Depending on what kind of game you're making, these can be great tools to increase the emotion and expression beyond what's expected from just plain text.
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Using Tickets to Manage Tasks [Programming & Tech]
Episode overview
Exibido em:
Abr 11, 2023
Today, I'll give a general overview on how to manage and track tasks over the course of a project. No matter what the scope is of your game, you'll want to have a system like this.
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Praise the Player! [Planning & Game Design]
Episode overview
Exibido em:
Abr 14, 2023
People play games to feel good! Don't hold back on praising them at every step along the way!
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The Family Computer (and the NES) [Grab Bag]
Episode overview
Exibido em:
Abr 17, 2023
Without the Famicom (and NES), the video game industry might have grown in an entirely different direction. Today, I'd like to talk about what it was like experiencing this legendary game console back in its heyday.
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Dying Comes as a Relief? [Game Essence]
Episode overview
Exibido em:
Abr 19, 2023
A study found that players feel anxiety after defeating an opponent, and relief when they themselves are defeated. You'd expect it would be the opposite, right?
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How I Stuck With My Column [Work Ethic]
Episode overview
Exibido em:
Abr 21, 2023
My Weekly Famitsu column, Think About the Video Games, ran for 18 years and 9 months. How did I manage to keep it going that long? You'll find out in this video.
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An Up-Close Look at Smash Bros. Stages [Graphics]
Episode overview
Exibido em:
Abr 24, 2023
This time, we'll take a tour through several stages from Smash Bros. Ultimate. As I expressed in my most recent Effects video, examining the assets that made it into the game will help explain things better than any presentation I could give.
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Development Secrets of the Original Kirby [Grab Bag]
Episode overview
Exibido em:
Abr 27, 2023
This is the 100th episode! And the release date of Kirby's Dream Land. To commemorate (?) this milestone, I'll be sharing a presentation I gave in the past.
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Paint an Accurate Picture of Your Game [Marketing]
Episode overview
Exibido em:
Abr 30, 2023
Let's say you buy a nice burger, only to find out it's cake when you take a bite. You wouldn't be too happy, would you? The same goes for games: a game's title and packaging should tell players what to expect when they dig in!
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Behavior at Ledges [Design Specifics]
Episode overview
Exibido em:
Mai 02, 2023
Most games with gravity have ledges that you can fall off. Today I'll be talking about a number of ways behavior is handled at such ledges.
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Screen Shake [Effects]
Episode overview
Exibido em:
Mai 05, 2023
Screen shake is a great way to immerse players in your game. Of course, you have to be careful not to overdo it, but using the entire screen to emphasize a given moment can be extremely effective.
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Don't Be Unresponsive [Planning & Game Design]
Episode overview
Exibido em:
Mai 08, 2023
When a player presses a button, they expect a response—so don't you think it's best to make sure they get one?
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Mountain Climbing Is More Than Just Climbing [Game Essence]
Episode overview
Exibido em:
Mai 10, 2023
In theory, a game will feel best when player strength is balanced. But if enemies get stronger at the same pace the player does, there's less fun to be had.
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Posing Suggestions [Animation]
Episode overview
Exibido em:
Mai 13, 2023
So, you want to learn about cool poses and make your animations look better? Well, there's no better way than to pick up an action figure and start playing!
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Voice Recording [Audio]
Episode overview
Exibido em:
Mai 16, 2023
I've overseen all sorts of voice recording sessions for the games I've worked on so far. Today, I'd like to give a general overview of how the voice recording process happens!
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Super Smash Bros. Brawl [Game Concepts]
Episode overview
Exibido em:
Mai 19, 2023
When I went independent, it put the future of the Smash series in question. I'll discuss how I came to assemble a team to make Smash Bros. Brawl another time, but today, I'd like to .. show full overview
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Don't Rely on a "Plan B" [Work Ethic]
Episode overview
Exibido em:
Mai 21, 2023
I sometimes see proposals that hedge their bets, suggesting both a Plan A and a Plan B for accomplishing their goals. This should be avoided at all costs. Stick to the one plan you think is best!
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Canceled Games [Grab Bag]
Episode overview
Exibido em:
Mai 24, 2023
Plenty of games release to great fanfare, but so many others are canceled before they're ever even announced. Making games can actually be pretty tough.
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Menus Define Your World [UI]
Episode overview
Exibido em:
Mai 27, 2023
To immerse players in a game, we design detailed characters, scrutinize the backgrounds, create appropriate lighting and effects... It's a lot of work. Before digging in on all that, think about how your UI design can reflect your game's world!
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Branching Tastes [Work Ethic]
Episode overview
Exibido em:
Mai 29, 2023
The games and media we interact with when we're young shape our values as we grow older. You could say each person branches off in their own direction. With such diverse values in mind, .. show full overview
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Game Writing is Unique [Planning & Game Design]
Episode overview
Exibido em:
Jun 01, 2023
Writing stories for novels, movies, and anime is quite different than writing for games! You can't go about it the same as with other forms of media. Today, I'd like to use a few examples to discuss what makes games writing different.
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Explain Ideas to Everyone at Once [Team Management]
Episode overview
Exibido em:
Jun 05, 2023
The system I'm introducing today keeps team members in meetings a bit longer, but its pros far outweigh that one con. Remember: managing a team means also factoring in the cost of .. show full overview
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The Basics of Pixel Art [Graphics]
Episode overview
Exibido em:
Jun 07, 2023
Pixel art can be lots of fun, right? There are plenty of techniques out there for creating it, but today I'd like to explain a few we used back when we had limited colors and screen resolution.
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PRESS START [Grab Bag]
Episode overview
Exibido em:
Jun 09, 2023
Today, with permission from all related parties, I'd like to share some recordings of a game music concert series I was involved in called PRESS START. Fans of game music won't want to .. show full overview
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Make Retries Quick [Game Essence]
Episode overview
Exibido em:
Jun 12, 2023
The player lost a life, and now they're rapidly losing interest in your game, too... Put control back in their hands before they give up on it entirely!
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Family BASIC [Programming & Tech]
Episode overview
Exibido em:
Jun 14, 2023
Without Family BASIC, neither Kirby nor Super Smash Bros. would exist today! In this video, I'll introduce this special peripheral from 1984 by recording myself actually using it. This really takes me back. I had lots of fun with this thing.
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Maps Are Game Screens, Too [Design Specifics]
Episode overview
Exibido em:
Jun 16, 2023
Have you ever found yourself exploring a huge world in a game, only to be looking exclusively at the map instead of the game itself? When you're creating a game, you should always be aware of where the player will be looking.
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The Fun in Picking Sides [Planning & Game Design]
Episode overview
Exibido em:
Jun 19, 2023
There's one big secret to enjoying sports or competitive video games as a spectator: be invested in one of the teams!
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Squashing and Scaling [Animation]
Episode overview
Exibido em:
Jun 21, 2023
Scaling refers to changing the size of an object or polygon. While it's used less often than rotation and translation, employing it effectively can dramatically alter an object's feel.
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Game Demos [Marketing]
Episode overview
Exibido em:
Jun 23, 2023
Demos can make for great promotional opportunities for your games! But the act of making them is far more challenging than you might expect...
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Daily Report Suggestions [Team Management]
Episode overview
Exibido em:
Jun 26, 2023
I've been writing an internal Daily Report for my projects for a long while now. It's become something of a habit for me. Today, I'd like to share a few of the many benefits this can provide. If you have the means, it's worth trying!
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Games During My Childhood [Grab Bag]
Episode overview
Exibido em:
Jun 29, 2023
It's fascinating how thinking back to our childhood days conjures up different images and eras for each of us. In today's Grab Bag, I'll talk about how I enjoyed video games when I was .. show full overview
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Kid Icarus: Uprising [Game Concepts]
Episode overview
Exibido em:
Jul 04, 2023
Kid Icarus: Uprising was a jam-packed third-person shooter released early on in the 3DS's life cycle. In this video, I'll be introducing the concepts behind its creation. Personally speaking... I'm really glad we were able to make this game.
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Broad Input, Broad Output [Work Ethic]
Episode overview
Exibido em:
Jul 07, 2023
What's an absolute must for game designers? Taking in plenty of media, and putting out plenty of media! I can't stress this enough.

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