Masahiro Sakurai on Creating Games

  • Rank #
  • Premiered: Aug 2022
  • Episodes: 257
  • Followers: 0
  • Running
  • YouTube
  • Daily at 7
  • Documentary

Seasons:

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Season 2024
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What is “Play”? [Game Essence]
Episode overview
Air date
Jan 02, 2024
Why do we play just for the sake of play? What about it is so fun? Today, I'd like to introduce a famous book on this topic, and share my own thoughts as well.
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Blade Trails [Effects]
Episode overview
Air date
Jan 05, 2024
The effect left behind in the wake of a sword swing is what I call a "blade trail." In today's Effects episode, I'll explain how these are made, and point out a few things to watch out for.
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Let Them Skip, Let Them Pause [UI]
Episode overview
Air date
Jan 09, 2024
Imagine watching a DVD or streaming service that didn't let you pause, skip ahead, or rewind. Though developers have their reasons for how they implement cutscenes, I'd really like to see the same sort of freedom there.
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Flipped Animation [Animation]
Episode overview
Air date
Jan 12, 2024
When two Kirbys stand opposed in Smash Bros., players can see both of their faces. Likewise, you can see Mario's belly no matter which direction he's facing. This is actually pretty tough to pull off! Today, I'd like to explain how it works.
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Customization Lets Your Imagination Play [Planning & Game Design]
Episode overview
Air date
Jan 16, 2024
Games that let players experiment with abilities or equipment will naturally make them ponder how to most effectively build their character, and we should make sure to encourage that kind of thinking.
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Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag]
Episode overview
Air date
Jan 19, 2024
Today, I'll be showing you how to create sprites using nothing but lines of data—the origin of pixel art. Back in the day, this is how we used to do it!
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Dealing With Color Disparity [Graphics]
Episode overview
Air date
Jan 23, 2024
Tune in for an example of something I still check by eye even in the modern day. Just because the values are the same, that doesn't mean the colors are—so don't be fooled!
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Giving Feedback for Sound Effects [Audio]
Episode overview
Air date
Jan 26, 2024
What exactly does "bzang" or "bomf" mean? Today, I'll be discussing how difficult it can be to explain the sound effects we hear in our heads.
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Show the Actual Game! [Marketing]
Episode overview
Air date
Jan 30, 2024
The first thing I want to know before buying a game is what it's actually like! Take care to make your game's selling points clear, especially if you're creating a new IP.
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Staying True to Your Concept [Work Ethic]
Episode overview
Air date
Feb 02, 2024
Given the challenges of developing a game, you'll often have to be flexible and adjust elements as needed. However, you should never tamper with the core concept that you started with!
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Faithfulness Comes First in Licensed Games [Game Essence]
Episode overview
Air date
Feb 06, 2024
Sure, it's best if a game is fun, but when it comes to licensed properties, you can't just make whatever you want. For games like these, there's something else that comes first.
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Randomness Spices Games Up [Design Specifics]
Episode overview
Air date
Feb 09, 2024
Some games can be beaten by memorizing patterns, while others require mastering a skillset to overcome ever-changing challenges. Today, I'd like to talk about randomness—a requisite element of the latter kind of game.
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Turning Gift-Giving Into a Game [Grab Bag]
Episode overview
Air date
Feb 13, 2024
Time for another Grab Bag! Whenever I gave gifts to my team, I made the most of the opportunity by turning the process itself into a game. We always had a good time with it!
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Don’t Put Decisions Off [Team Management]
Episode overview
Air date
Feb 16, 2024
If you're a game's director, or someone else responsible for conveying the right direction to your team, don't delay on making decisions. Choose an answer, and choose it quick!
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Motion Blur [Graphics]
Episode overview
Air date
Feb 20, 2024
Motion blur can make animations look more realistic, but some people might dislike the way it makes visuals appear fuzzy. Today, I'll be talking about the use of these afterimages.
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Game Essence in Action Games [Game Essence]
Episode overview
Air date
Feb 23, 2024
The game essence seen in action games comes in a variety of forms, everywhere you look. In this video, I'll be summarizing just the key elements so you can observe how they work in these games.
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Animation Blending [Animation]
Episode overview
Air date
Feb 27, 2024
Imagine a technique that lets you smoothly transition between two distinct animations. What does that even look like? This method relies on technology to pick up the slack where manual animation alone won't cut it.
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Debug Mode [Programming & Tech]
Episode overview
Air date
Mar 01, 2024
Today I'll talk about "debug mode," an invaluable tool that helps development proceed smoothly. You might even catch a tiny snippet of debug footage I normally wouldn't be able to share with the public.
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Crafting “Similar” Games [Planning & Game Design]
Episode overview
Air date
Mar 05, 2024
There's nothing wrong with drawing inspiration from an existing game. After all, that's how game systems and mechanics come to be refined. But there are a few things all developers should keep in mind when creating "similar" games.
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Button Settings [UI]
Episode overview
Air date
Mar 08, 2024
Key config settings can be a huge pain to implement! The feature itself is an important one, but it's always an ordeal having to make it all over again with each new game...
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Competition and Abundance [Work Ethic]
Episode overview
Air date
Mar 12, 2024
A lot of people out there want to make games...which means if you want to make games, you'll have a lot of competition! This is something I hope both creators and consumers will keep in mind.
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A World Without Footprints [Grab Bag]
Episode overview
Air date
Mar 15, 2024
No spoilers, please! Don't show me anything! This Grab Bag episode is all about how I like to approach games and other forms of media with a blank slate.
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Presenting Scores [Planning & Design]
Episode overview
Air date
Mar 19, 2024
In the past, score systems were a must-have for games—but these days, simply playing for points isn't enough to captivate players. However, changing the way scores are presented might just change the way they're perceived, as well.
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Making Effects the Right Size [Effects]
Episode overview
Air date
Mar 22, 2024
Effects lack physical presence and are regulated by time, so their density is extremely important! This principle is true for graphics in general, but today, I'll be discussing the sense of scale for unique effects.
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Handicap Systems [Design Specifics]
Episode overview
Air date
Mar 26, 2024
In competitive scenes, it's expected for each player's skill to be directly reflected—but not all games need to be so intense. For more casual games that will be enjoyed by a wider audience, you'll need a system for implementing handicap settings.
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Making "Work" Games Fun [Game Essence]
Episode overview
Air date
Mar 29, 2024
While this episode falls under the Game Essence category, game essence isn't the only thing that makes a game fun. This time, I'll be examining games that can really pull you in, even without any inherent push and pull.
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Balancing Ambient Sounds [Audio]
Episode overview
Air date
Apr 02, 2024
Ambient sounds are likely the least exciting audio you'll hear in a game. All the same, they're vital for bringing your world to life—so you'll want to make them as natural and subtle as possible!
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Making the Imaginary Feel Real [Graphics]
Episode overview
Air date
Apr 05, 2024
Objects in games are weightless, insubstantial imitations—and yet, they don't feel that way thanks to all the hard work creators put into maintaining the illusion.
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Using Parameters to Establish Characters [Planning & Game Design]
Episode overview
Air date
Apr 09, 2024
Games are made up of sets of numbers, but it's up to their creators to decide what feelings those numbers convey. Like graphics and sound, game parameters are a kind of art, so we want them to be memorable.
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Playing Games in Front of Other People [Marketing]
Episode overview
Air date
Apr 12, 2024
For some reason, I find myself playing games in front of other people rather often... In a way, it's just like giving a presentation. Seeing is believing!
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Bug Testing Systems [Team Management]
Episode overview
Air date
Apr 16, 2024
The teams we rely on for bug testing can sometimes be larger than the actual development team on a given game. Today, I'll discuss some of the fundamentals of how this process works.
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1986: The Year of Legend [Grab Bag]
Episode overview
Air date
Apr 19, 2024
In my opinion, 1986 was a truly amazing year for gaming. Just look at all the big titles that released in Japan that year! I captured a lot of footage for this one...
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Portraying Fingers [Animation]
Episode overview
Air date
Apr 23, 2024
When working with animation, it's important to consider how to portray fingers. Though they're small, animating them demands quite a lot of processing power, so we often need to find clever workarounds when possible.
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Advancing Text [UI]
Episode overview
Air date
Apr 26, 2024
Fully voiced games have grown more common these days, a fact which I'm grateful for. However, this does slow things down compared to games where you only read text. Today, I'll talk .. show full overview
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Say It, and It Might Come True [Work Ethic]
Episode overview
Air date
Apr 30, 2024
The idea that words have power has merit—the things you say and how you say them can change the way you experience the world around you!
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Better Than Not Being Able to Beat the Game [Game Essence]
Episode overview
Air date
May 03, 2024
Games are at their most exciting when you can just barely overcome their difficulty. However, not all players have the skill to beat every game... How should we go about balancing difficulty in such cases?
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A World with Less Color [Planning & Game Design]
Episode overview
Air date
May 07, 2024
Recently, many games have started offering support for players with different color perceptions. I've often considered this topic, even when creating games that lacked adjustable color settings.
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Final Output [Graphics]
Episode overview
Air date
May 11, 2024
Creating a game's visuals isn't as simple as making a model or drawing an image—it's the post-processing which lends them real depth and presence.
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Storage Tips [Grab Bag]
Episode overview
Air date
May 14, 2024
How do you store all your unwieldy games and consoles? In today's Grab Bag, I'll be sharing my own solutions!
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Transparency Features [Programming & Tech]
Episode overview
Air date
May 17, 2024
We implement a variety of debug features during a game's development, and today, I'd like to introduce one of our more useful tools. This may be a Programming & Tech video, but it's got some Grab Bag and even some Graphics in it as well.
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Average and Mediocre Are the Same Thing [Design Specifics]
Episode overview
Air date
May 21, 2024
Trying to make everything "fair" will just result in everything becoming average—and that's no fun! Average just means mediocre, bland, and unremarkable.
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Mandatory Strategies and Strategic Balance [Game Essence]
Episode overview
Air date
May 24, 2024
There's no one right way to make a game! But you do need to hone in on the experience you want to provide. In this episode, I'll examine this from both sides of the issue.
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Play Testing Keeps Going [Team Management]
Episode overview
Air date
May 28, 2024
Play testing allows developers to get valuable data for improving game balance, but be warned: it truly is an unending battle!
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Computer-Controlled Players [Planning & Game Design]
Episode overview
Air date
Jun 01, 2024
People want CPU-controlled players to move as if they were controlled by a human, but that's an extremely difficult demand to meet! Humans and computers are fundamentally different, after all—so how can we accommodate this?
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Using Other Songs for Audio Reference [Audio]
Episode overview
Air date
Jun 04, 2024
When composing a piece of music, sometimes the perfect song to fit your vision already exists. This can be a great help, but also presents a potential pitfall—so be careful when referencing someone else's work.
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Flashing Effects [Effects]
Episode overview
Air date
Jun 07, 2024
"Flashing" refers to having elements like characters or the entire screen light up. Simple as it is, there are a lot of techniques involved. Be warned, this video contains lots of flashing effects!
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Destroying One Wall [Graphics]
Episode overview
Air date
Jun 11, 2024
Sometimes, one particular part of a game requires in-depth supervision to get right... It can take a lot of work to change something for the better—and today, I'd like to show you an example of how true that can be.
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Always Keep Attack Collision in Mind [Animation]
Episode overview
Air date
Jun 14, 2024
Assigning attack collision to an animation as-is doesn't often work out too well. While this task is generally handled by game designers, I've focused this video toward animators, too.
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Targeting and Market Research [Marketing]
Episode overview
Air date
Jun 18, 2024
Deciding on a target audience and performing market research are both important, but they can't tell you everything, so don't let them limit you too much!
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Gameplay as Part of a Live Performance [Grab Bag]
Episode overview
Air date
Jun 21, 2024
In this Grab Bag episode, I'll be discussing a very special gameplay experience I once had! I've shared recordings from some PRESS START concerts in the past, and you can look forward to more music in today's video as well.
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Echo Chambers [Work Ethic]
Episode overview
Air date
Jun 25, 2024
In the internet age, it's easy to gather information and opinions online. However, I worry that it's growing more and more difficult to stay objective. When you feel like "everyone" is saying something, is it really everyone...?
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Adding Help Text to Menus [UI]
Episode overview
Air date
Jun 28, 2024
"Help text" refers to the descriptive text that explains how menu items function. I highly recommend utilizing it! But please try to be as clear and concise as possible when writing this text.
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Game Essence in Strategy Games [Game Essence]
Episode overview
Air date
Jul 02, 2024
It goes without saying that a battle between two equivalent forces will naturally end in a tie—but using strategy to overcome such stalemates is at the core of this genre's game essence.
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Online Updates [Design Specifics]
Episode overview
Air date
Jul 05, 2024
As a player, I'm extremely grateful for downloadable updates and patches! As a creator, working on them requires time that could be spent on other projects or opportunities.
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Manga-like Visuals [Graphics]
Episode overview
Air date
Jul 09, 2024
Just because you're using 3D models, that doesn't mean everything needs to be realistic. Today, I'll go over some "unreal" visual techniques you can try.
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In-Game Cutscenes [Planning & Game Design]
Episode overview
Air date
Jul 12, 2024
Games nowadays feature all sorts of cutscenes, which can offer players a break from the action or dive deeper into a game's story...as long as you get the balance and implementation right.
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Directors and Producers [Team Management]
Episode overview
Air date
Jul 16, 2024
Just to be clear: I'm a director, not a producer! Many people aren't sure how these roles differ, so I'd like to discuss exactly that in today's Team Management video.
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Start with the Climax [Planning & Game Design]
Episode overview
Air date
Jul 19, 2024
One of the most challenging things to design for in a game is giving players control right from the very start. While there's merit to starting out slow and building up the story, it's more suitable these days to cut straight to the action.
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The Limitations of Skeletons [Animation]
Episode overview
Air date
Jul 23, 2024
Skeletons are great for animating models, but there are times I want to push them beyond what they're capable of... This same concept applies to many other things as well.
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When Ideas Won't Come [Work Ethic]
Episode overview
Air date
Jul 26, 2024
It's not easy coming up with great ideas...and sometimes, no matter how hard you think, inspiration just won't strike! Here's what I do when that happens to me.
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How Good Were the Player’s Actions? [Game Essence]
Episode overview
Air date
Jul 30, 2024
When planning things like game balance, it can be effective to consider exactly how good the player's actions really were. Just be careful not to make things too predictable!
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Famicom and NES Audio [Audio]
Episode overview
Air date
Aug 02, 2024
When the Famicom was first released, it could make sounds unlike any console we'd ever seen—which only evolved further over the decade that followed. In this Grab Bag-esque episode, I'll be discussing the audio output of this simple game system.
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Making Things Clear, Even Without Words [UI]
Episode overview
Air date
Aug 06, 2024
Let's discuss UI. Whenever possible, it's best to make your menus understandable even without the use of words. In today's video, I'll be sharing some tips that will help you get a bit closer to this ideal.
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Turning Anything Into a Competitive Game [Grab Bag]
Episode overview
Air date
Aug 10, 2024
As you might recall from my Retro Game Master crossover, two people can compete by playing the same game at the same time. This versatile method lets you turn any kind of game into a competitive one.
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Being Kind to Beginners [Planning & Game Design]
Episode overview
Air date
Aug 13, 2024
When playing games with other people, I make it a point to be as kind as possible to beginner-level players. Some say it's impolite to hold back, but that's just not true! Some rumors .. show full overview
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Establishing Characters Through Their Design [Graphics]
Episode overview
Air date
Aug 16, 2024
A well-established character will have a well-established silhouette. While colors, accessories, and other stylistic choices can be important, try switching to black-and-white to make sure the design feels just how you want it to.
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The Limitations of Particle Effects [Effects]
Episode overview
Air date
Aug 20, 2024
Particles are a type of effect which scatter outward in large quantities. You'll often want to display lots of these particles, but that can be easier said than done. By the way, this is the final video in the Effects category!
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Smash Bros. DOJO!! [Marketing]
Episode overview
Air date
Aug 23, 2024
I started the original Smash Bros. DOJO!! back when internet capabilities were much more limited—and it turned out to be very different from other official websites at the time. By the way, this is the final video in the Marketing category!
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Speedy Screen Transitions [Design Specifics]
Episode overview
Air date
Aug 27, 2024
It may not seem like much is happening during screen transitions, but there's a lot of loading taking place behind the scenes. Still, you should try to keep them as short as possible!
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Amplify Both Strengths and Weaknesses [Game Essence]
Episode overview
Air date
Aug 30, 2024
In today's Game Essence video, I'll be discussing a way characters often end up getting balanced: by rounding off both strengths and weaknesses. While that process certainly can resolve issues, it's hard to say it makes a game more fun...
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Elementary School Play Testers [Team Management]
Episode overview
Air date
Sep 03, 2024
A long time ago at HAL Laboratory, we used to bring in team members' children and their friends to play test our games. It's much harder to set this kind of thing up nowadays, but we got some great results out of it...!
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Never Get Into Fights [Work Ethic]
Episode overview
Air date
Sep 06, 2024
Don't fight with your teammates! Don't hold grudges! Don't make people upset! At least, not when you don't have to. You never know when these things might come back to haunt you.
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Be Mindful of the Time Players are Giving You [Planning & Game Design]
Episode overview
Air date
Sep 10, 2024
I know my games have taken a lot of precious time from my players...and I'm sorry for that! By the way, this is the final video in the Planning & Game Design category! We made it all the way to 30 episodes.
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Rotation on Two Axes [Animation]
Episode overview
Air date
Sep 13, 2024
Rotation is a simple form of movement! However, that simplicity means we have to be careful that things don't end up looking too mechanical. By the way, this is the final video in the Animation category!
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CRT Displays [Grab Bag]
Episode overview
Air date
Sep 17, 2024
Today, I'll be talking about a type of display that remains popular among a small subset of gamers: CRTs. Many viewers have likely never seen one before, so they're a perfect fit for another Grab Bag episode.
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Odds and Ends of Supervising: Sora Edition [Graphics]
Episode overview
Air date
Sep 20, 2024
When polishing a game, I give each and every detail a thorough check—and today, I'd like to introduce a small part of my supervision feedback from the development of Sora. By the way, .. show full overview
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HUDs [UI]
Episode overview
Air date
Sep 24, 2024
A heads-up display—"HUD" for short—refers to information overlaid on the play area of the game screen. It's a handy term to know, and is a feature that's naturally essential for games! By the way, this is the final video in the UI category!
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What Happens When You Shift the Center of Gravity? [Design Specifics]
Episode overview
Air date
Sep 27, 2024
Let's say you want an object to fly from left to right across the screen. That's easy to implement, but that's exactly why it's important to think of ways to change things up a .. show full overview
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Give Yourself a Handicap When Balancing Your Game [Game Essence]
Episode overview
Air date
Oct 01, 2024
Game developers are intimately familiar with the games they're working on, so it can be easy to lose sight of ways in which first-time players might struggle. Try to make sure this .. show full overview
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No Masterpiece Has Bad Audio [Audio]
Episode overview
Air date
Oct 03, 2024
I believe very strongly in the title of this video. As such, I'd say it's absolutely worth making your game's sound a top priority. By the way, this is the final video in the Audio category!
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A Director’s Job is to Trim [Team Management]
Episode overview
Air date
Oct 08, 2024
In my many years working as a game director, I've learned that making compromises and resolving problems are even more important aspects of the job than creation. By the way, this is .. show full overview
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Mr. Iwata [Grab Bag]
Episode overview
Air date
Oct 11, 2024
It wouldn't be right to end this channel without touching on this topic. By the way, this is the 31st and final video in the Grab Bag category!
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Up is Down, and Down is Up [Work Ethic]
Episode overview
Air date
Oct 15, 2024
This final video belongs to the Work Ethic category, in which I've shared my thoughts on how you can best approach your professional life. And with that...this channel's planned content .. show full overview
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Masahiro Sakurai on Creating Games: Finale Special
Episode overview
Air date
Oct 22, 2024
For the special finale episode, I'll be discussing the ins and outs of the creation of this channel. I'll talk about why I'm wrapping things up, and maybe even share some surprising info .. show full overview

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