Masahiro Sakurai on Creating Games

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

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Season 2022
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About This Channel
Episode overview
Air date
Aug 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
Air date
Aug 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
Air date
Aug 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
Air date
Aug 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
Air date
Aug 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
Air date
Aug 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
Air date
Aug 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
Air date
Sep 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
Air date
Sep 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
Air date
Sep 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
Air date
Sep 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
Air date
Sep 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
Air date
Sep 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
Air date
Sep 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
Air date
Sep 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
Air date
Sep 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
Air date
Sep 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
Air date
Sep 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
Air date
Sep 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
Air date
Oct 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
Air date
Oct 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
Air date
Oct 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
Air date
Oct 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
Air date
Oct 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
Air date
Oct 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
Air date
Oct 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
Air date
Oct 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
Air date
Oct 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
Air date
Oct 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
Air date
Oct 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
Air date
Oct 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
Air date
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
Air date
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
Air date
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
Air date
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
Air date
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
Air date
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
Air date
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
Air date
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
Air date
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
Air date
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
Air date
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
Air date
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
Air date
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
Air date
Dec 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
Air date
Dec 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
Air date
Dec 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
Air date
Dec 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
Air date
Dec 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
Air date
Dec 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
Air date
Dec 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
Air date
Dec 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
Air date
Dec 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
Air date
Dec 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
Air date
Dec 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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