You need to be logged in to mark episodes as watched. Log in or sign up.
Season 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.
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.
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
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 only include works that I've directed personally.
When you hear the word "director," you might think of someone managing teams or providing general oversight, but in addition to that, I also come up with ideas and work on the actual game design, too.
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
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 point regarding those additional effects shown at the end of the video: using slow motion only briefly and then returning to normal speed would make the effect even more impactful.
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
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 titles, but I'll try and focus on the inspirations and thought processes behind them.
We'll start with my debut game: Kirby's Dream Land. Have you heard of it?
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
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 frequency in which a game's screen is redrawn and a basic concept everyone should understand.
Frame rates can sometimes play an important role in measuring time in games, too, though not as often as in years past.
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
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 discussed numerous times over the years. It's become somewhat well-known (at least in Japan), but as the framework for this category of videos, I'd like to take this chance to reintroduce it for those who are unfamiliar.
By the way, the term translated as "game essence" (geemu-sei in Japanese) was a tough one for the translators, and led to a number of long debates. It seems there isn't a perfect match in English, but I hope you'll be able to pick up the meaning through context while watching these videos. The fact that a specific word doesn't exist for it means it's a concept worth exploring!
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
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 topics in this category are recommended for all lines of work, not just games!
This time, we'll be talking about what it means to be a professional.
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
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 will still be largely focused around games.
Today we'll be talking about how to enhance your game-playing experience by improving your home setup. I hope it makes gaming more enjoyable for as many of you as possible!
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
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 of other games, wouldn't it be better to understand what makes them fun at a fundamental level and then use that to create something truly new and innovative? This is what I try to do, at least.
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
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, that last image of a forest could've used a little more emphasis on the shadows...
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
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 the first game where Kirby had the power to copy enemy abilities. I'll talk about where this and some of the other ideas in the game came from, and touch upon the circumstances that led to its creation.
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.
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.
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
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 for the Japan Game Awards, I feel conflicted about it. Why do game awards exist, anyway?
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
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 movements to the art team when directing a game. You might even catch a glimpse of some Super Smash Bros. Ultimate design documents!
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
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 JRPGs: exploration and combat.
We won't be digging into action-based gameplay this time, but the concepts covered within can still broadly apply.
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
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 think? It depends on what you're going for, of course, but in general, it's best not to overdo it.
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!
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!
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
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 necessarily make for good UI, and today, I'll explore that concept in more detail.
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
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 back with our hands—making the feel of the controls vitally important. I always try to keep this in mind when programming, designing, or setting parameters.
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.
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.
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
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 of this, there's one thing you should never forget. Find out what in this second video in the Work Ethic category, which applies to all kinds of work—not just games!
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
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 environments, I think it's best to avoid getting too technical and instead focus on more general topics.
This time, I'll be talking about file naming and labeling, an important consideration in any development project.
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?
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?
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.
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.
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
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 always have a full picture of a game's progression, so it's up to people like the director to step in and make sure everyone is on the same page.
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
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 essence for fun.
The possibilities for fun in games are endless.
Sorry for the wait:
From this episode onward, the jingle at the start will be slightly quieter, and the titles of other developers' games will be displayed on-screen.
I took so much footage for this episode...
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!
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!
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"!
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"!
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
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 and share with your teammates, and then work together to course-correct as quickly as possible.
The longer you neglect a problem, the greater the damage it may cause.
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!
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!
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?
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?
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.
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.
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...
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...
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.
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.
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.
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.
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.
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.
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!
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!
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
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 I'll discuss the method I use to help people understand my ideas quickly.
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
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
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.
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.
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!
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!
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.
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.
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.
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.
2022x44
Distinguishing Between Major and Minor Elements [Graphics]
Episode overview
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.
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.
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
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, we wouldn't be where we are now without our past accomplishments.
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
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 showing the tools we use, but I'll do my best to keep things simple.
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!
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!
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
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 their favor.
Of course, cheating in competitive games is unacceptable.
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.
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.
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.
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.
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
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 different gameplay styles, for starters.
Note: I’ve noticed that numerous comments have mentioned games that use a directional pad or analog stick together with a button, but in this episode, I’m focusing exclusively on games that literally only use a single button.
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!
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!
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
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 company.
If I hadn't chosen to go independent, this channel might not exist.
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?
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?
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.
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.
If there are missing episodes or banners (and they exist on TheTVDB) you can request an automatic full show update:
Request show update
Update requested