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Season 1
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.
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
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
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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 innovative.
This is where daily game research really comes in handy.
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!
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!
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
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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 series, so why did I go back to being a director? I'll touch on that, the concept behind the game, and the struggles we faced in this episode.
By the way, I went independent after finishing my work on Kirby Air Ride.
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.
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.
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?
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?
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.
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.
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.
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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. Because of this, you need to do what you can to make them feel like they belong in your game world.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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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 each game whose music plays in this video before its title appears on-screen?
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.
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.
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?
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?
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
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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 only with new releases, but with countless works from the past as well.
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.
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.
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
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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 explain the concept, and I'll share it with you today in this video!
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.
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.
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
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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 video, I'll show you a few tricks that might help you do it yourself!
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!
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!
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
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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 use the time to teach players about the game's world or controls...
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!
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!
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!
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!
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.
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.
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?
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?
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!
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!
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.
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.
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.
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.
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!
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!
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...
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
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.
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.
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.
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.
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.
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.
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.
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.
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!
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!
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.
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.
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.
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.
People play games to feel good! Don't hold back on praising them at every step along the way!
People play games to feel good! Don't hold back on praising them at every step along the way!
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.
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.
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?
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?
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.
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.
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.
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.
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.
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.
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!
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!
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.
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.
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.
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.
When a player presses a button, they expect a response—so don't you think it's best to make sure they get one?
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
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.
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.
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!
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!
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!
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!
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
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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 focus on the planning and game concepts that went into creating the game.
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!
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!
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.
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.
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!
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!
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,
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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, I'd like discuss what you should consider when choosing a target audience.
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.
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.
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
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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 keeping everyone on the same page!
FWIW, our team liked this system, too.
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.
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.
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
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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 miss this very special episode!
(c) Nintendo
(c) CAPCOM CO., LTD. ALL RIGHTS RESERVED.
(c) Konami Digital Entertainment
(c) Nihon Falcom Corporation. All rights reserved.
(c) Nintendo / MONOLITHSOFT
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!
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!
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.
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.
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.
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.
There's one big secret to enjoying sports or competitive video games as a spectator: be invested in one of the teams!
There's one big secret to enjoying sports or competitive video games as a spectator: be invested in one of the teams!
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.
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.
Demos can make for great promotional opportunities for your games! But the act of making them is far more challenging than you might expect...
Demos can make for great promotional opportunities for your games! But the act of making them is far more challenging than you might expect...
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!
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!
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
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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 still a child myself, back during the dawn of gaming as we know it.
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.
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.
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.
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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