The Smash Bros. series features an incredible array of arrangements from other games' soundtracks. Today, I'll explain some of the things we had to keep in mind while arranging .. show full overview
The Smash Bros. series features an incredible array of arrangements from other games' soundtracks. Today, I'll explain some of the things we had to keep in mind while arranging tracks.
Each song needs to be identifiable, yet have its own appeal as well.
2023x73 Is Your Game Appealing Enough to Start Over? [Game Essence] Episode overview
Air date
Jul 13, 2023
Games that greatly penalize the player each time they're defeated are on the rise. Roguelikes are a prime example.
This is fine for games players are meant to play over and over again, but whether they'll actually want to play is another question.
Games that greatly penalize the player each time they're defeated are on the rise. Roguelikes are a prime example.
This is fine for games players are meant to play over and over again, but whether they'll actually want to play is another question.
2023x74 Motion Sickness in 3D Games [Planning & Game Design] Episode overview
Air date
Jul 17, 2023
Game-induced motion sickness affects different people in different ways, and some much worse than others.
Today, I'll discuss why it happens in the first place, and what we can do to counteract its effects.
Game-induced motion sickness affects different people in different ways, and some much worse than others.
Today, I'll discuss why it happens in the first place, and what we can do to counteract its effects.
Providing feedback when a character attacks or gets hit is important, especially in games like Smash Bros. where the camera is pulled back.
That's where hit marks come in! Today, I'll be explaining how they work.
Providing feedback when a character attacks or gets hit is important, especially in games like Smash Bros. where the camera is pulled back.
That's where hit marks come in! Today, I'll be explaining how they work.
2023x77 The Team Behind Super Smash Bros. Brawl [Grab Bag] Episode overview
Air date
Jul 28, 2023
The reason the Smash Bros. series has continued into the modern era has everything to do with the events discussed in this episode!
What exactly did Mr. Iwata request??
The reason the Smash Bros. series has continued into the modern era has everything to do with the events discussed in this episode!
What exactly did Mr. Iwata request??
The tone and manner of a game's menus vary depending on the game—there's no one catch-all solution. Today, I'll share an example of this so you can see what I mean!
The tone and manner of a game's menus vary depending on the game—there's no one catch-all solution. Today, I'll share an example of this so you can see what I mean!
2023x79 Game Essence in Shooting Games [Game Essence] Episode overview
Air date
Aug 04, 2023
I think the game essence in old-school 2D shoot 'em ups should be pretty easy to understand...but let's take a look at their push and pull to find out!
I think the game essence in old-school 2D shoot 'em ups should be pretty easy to understand...but let's take a look at their push and pull to find out!
2023x80 Super Smash Bros. for 3DS / Wii U [Game Concepts] Episode overview
Air date
Aug 08, 2023
Not only was this the first-ever handheld Smash Bros. title, it was also the first time I ever developed a game for two consoles simultaneously! It may sound like a reckless decision, but I had good reason for doing so.
Not only was this the first-ever handheld Smash Bros. title, it was also the first time I ever developed a game for two consoles simultaneously! It may sound like a reckless decision, but I had good reason for doing so.
2023x81 Bug Testing Never Ends [Team Management] Episode overview
Air date
Aug 12, 2023
When the number of elements in a game increases, it's not addition, it's multiplication! Today, I'll discuss a type of bug testing that's become physically impossible to complete.
When the number of elements in a game increases, it's not addition, it's multiplication! Today, I'll discuss a type of bug testing that's become physically impossible to complete.
2023x82 Staying Organized with Hierarchical Outlines [Planning & Game Design] Episode overview
Air date
Aug 15, 2023
Have you ever had trouble organizing ideas, proposals, spec docs, stories, or reports? Today, I'll introduce a basic, sensible method I use to keep everything in order.
It really comes .. show full overview
Have you ever had trouble organizing ideas, proposals, spec docs, stories, or reports? Today, I'll introduce a basic, sensible method I use to keep everything in order.
It really comes in handy when writing proposals, and even when planning videos for this channel!
2023x83 A Fight Between Live Action and Animation [Graphics] Episode overview
Air date
Aug 18, 2023
Some characters are realistic! Some characters are cartoony! Just throwing them all into a game as-is might not result in a cohesive visual style.
Some characters are realistic! Some characters are cartoony! Just throwing them all into a game as-is might not result in a cohesive visual style.
All sorts of rules govern the products we see. Before a product can see the light of day, it has to meet those standards!
Game ratings like ESRB are but one example of these types of guidelines.
All sorts of rules govern the products we see. Before a product can see the light of day, it has to meet those standards!
Game ratings like ESRB are but one example of these types of guidelines.
It's nice to release a game and be wholly satisfied in how it came out! But when you're making games, there are some problems you just can't do anything about.
Today, I'll be discussing some experiences I've had that I'll never forget...
It's nice to release a game and be wholly satisfied in how it came out! But when you're making games, there are some problems you just can't do anything about.
Today, I'll be discussing some experiences I've had that I'll never forget...
Damage animations are a type of feedback from the game to the player, so they're actually very important!
With how many unique body types there are in Smash Bros., it tends to be a lot of work to make animations for them all...
Damage animations are a type of feedback from the game to the player, so they're actually very important!
With how many unique body types there are in Smash Bros., it tends to be a lot of work to make animations for them all...
Social media may be more popular these days, but it's hard to top a website as the central hub for info about a game.
Today I'll lean on my Smash website experiences to share why I'm so particular about how information is presented.
Social media may be more popular these days, but it's hard to top a website as the central hub for info about a game.
Today I'll lean on my Smash website experiences to share why I'm so particular about how information is presented.
2023x88 Keep Your Internal Pressure High [Work Ethic] Episode overview
Air date
Sep 05, 2023
There's a concept I utilize that lets me pour myself into my work and push onward with proposals!! Today, I'd like to introduce that concept!!
There's a concept I utilize that lets me pour myself into my work and push onward with proposals!! Today, I'd like to introduce that concept!!
2023x89 Knockback in Super Smash Bros. [Programming & Tech] Episode overview
Air date
Sep 08, 2023
Super Smash Bros. is all about knockback, so the knockback systems are very detailed. It's been like this since the first game.
In today's Programming & Tech video, I'd like to take the opportunity to introduce some of those systems.
Super Smash Bros. is all about knockback, so the knockback systems are very detailed. It's been like this since the first game.
In today's Programming & Tech video, I'd like to take the opportunity to introduce some of those systems.
2023x90 The Original Piece is Always Right [Audio] Episode overview
Air date
Sep 12, 2023
Arranging music is trickier than you might think—a point I'll explain today using a true story from Smash Bros.
By the way, be ready for the Psycho Soldier theme song to get stuck in your head after watching this!
Arranging music is trickier than you might think—a point I'll explain today using a true story from Smash Bros.
By the way, be ready for the Psycho Soldier theme song to get stuck in your head after watching this!
In this UI video, I'd like to introduce an alternative to the simple list format commonly used for menu layouts.
In practice, your UI's design will differ depending on the aims of your .. show full overview
In this UI video, I'd like to introduce an alternative to the simple list format commonly used for menu layouts.
In practice, your UI's design will differ depending on the aims of your game, but I personally prefer a menu you can navigate without even reading the words, once you get used to it.
2023x92 More Game Essence Means Less Broad Appeal [Game Essence] Episode overview
Air date
Sep 19, 2023
This is the 17th Game Essence video, but today, we'll dive into a topic I mentioned back in the very first: how deepening game essence can reduce broad appeal.
What exactly does that mean?
This is the 17th Game Essence video, but today, we'll dive into a topic I mentioned back in the very first: how deepening game essence can reduce broad appeal.
What exactly does that mean?
2023x93 Show and Tell: Some Rare Belongings [Grab Bag] Episode overview
Air date
Sep 22, 2023
Given my history, I've accumuled a fair amount of game-related items over the years. Today, I'd like to share a few of the rare pieces from my collection.
(Just between us: I tried to share some even rarer ones, but that got shot down.)
Given my history, I've accumuled a fair amount of game-related items over the years. Today, I'd like to share a few of the rare pieces from my collection.
(Just between us: I tried to share some even rarer ones, but that got shot down.)
2023x94 The Perils of Interpolation [Animation] Episode overview
Air date
Sep 25, 2023
The poses look great, and the timing is perfect!
And yet, the animations look slow...
That's one of the perils of interpolation. You have to be careful to keep this useful feature from undermining your work.
The poses look great, and the timing is perfect!
And yet, the animations look slow...
That's one of the perils of interpolation. You have to be careful to keep this useful feature from undermining your work.
2023x95 Planning Your Game’s Rewards [Planning & Game Design] Episode overview
Air date
Sep 28, 2023
Super Smash Bros. is a game where typical rewards don't entirely make sense, since fighters can't level up or earn new equipment.
However, not having rewards at all wouldn't feel very .. show full overview
Super Smash Bros. is a game where typical rewards don't entirely make sense, since fighters can't level up or earn new equipment.
However, not having rewards at all wouldn't feel very satisfying, so we did our best to compensate players in a few different ways.
Do graphics affect how much fun a game is? I probably give the impression of a game-essence advocate, so you might expect me to answer "no" to that...
But far from it! Graphics are very important to how fun games are!
Do graphics affect how much fun a game is? I probably give the impression of a game-essence advocate, so you might expect me to answer "no" to that...
But far from it! Graphics are very important to how fun games are!
"Billboards" are flat objects that always face the camera.
It might be hard to picture what they are if you haven't worked in game development before, so I'll be breaking them down in today's Effects video.
"Billboards" are flat objects that always face the camera.
It might be hard to picture what they are if you haven't worked in game development before, so I'll be breaking them down in today's Effects video.
The Nintendo 64 gave me my first chance to develop games using an analog control stick. Not only could you move the stick in any direction and tilt it to varying degrees, you could detect the speed of said tilting!
The Nintendo 64 gave me my first chance to develop games using an analog control stick. Not only could you move the stick in any direction and tilt it to varying degrees, you could detect the speed of said tilting!
2023x99 The Majority Shouldn't Always Rule [Work Ethic] Episode overview
Air date
Oct 24, 2023
It's easy to think an idea is a good one if the majority of people agree with it.
But when it comes to creative projects, that's not always the case. In fact, it may just lead to mediocrity.
It's easy to think an idea is a good one if the majority of people agree with it.
But when it comes to creative projects, that's not always the case. In fact, it may just lead to mediocrity.
Do you know the command to perform a Shoryuken?
In today's Game Essence video, I'll be breaking down this input method to show the inherent risk and reward within.
Do you know the command to perform a Shoryuken?
In today's Game Essence video, I'll be breaking down this input method to show the inherent risk and reward within.
2023x101 Super Smash Bros. Ultimate [Game Concepts] Episode overview
Air date
Oct 30, 2023
Thank you all so much for tuning in as I've explained the ideas behind the games I've worked on in the Game Concepts category. Today's video marks the final installment!
Now all that's left is to see how far this channel can go.
Thank you all so much for tuning in as I've explained the ideas behind the games I've worked on in the Game Concepts category. Today's video marks the final installment!
Now all that's left is to see how far this channel can go.
2023x102 Avoiding Comparison [Planning & Game Design] Episode overview
Air date
Nov 02, 2023
When making creative works, it's important to make something unique—or at least something fresh!
But what about content people have truly never seen before? It may be that humans simply can't picture something without a reference for comparison...
When making creative works, it's important to make something unique—or at least something fresh!
But what about content people have truly never seen before? It may be that humans simply can't picture something without a reference for comparison...
2023x103 Making Games as Part of a Company [Team Management] Episode overview
Air date
Nov 07, 2023
I don't belong to a company myself anymore, but in this video I'd like to talk about making games in-house. Consider this advice for those of you who work at game companies—or those who are hoping to.
I don't belong to a company myself anymore, but in this video I'd like to talk about making games in-house. Consider this advice for those of you who work at game companies—or those who are hoping to.
I'd like to think that Smash Bros. fighter reveals have made for some momentous occasions in the game industry—and today I'll show how we made them!
I'd like to think that Smash Bros. fighter reveals have made for some momentous occasions in the game industry—and today I'll show how we made them!
2023x105 Making Sequels [Planning & Game Design] Episode overview
Air date
Nov 14, 2023
The game industry sees plenty of sequels and extensions to existing series, especially with large-scale games made by big companies.
Of course, there's a reason for this. When making an .. show full overview
The game industry sees plenty of sequels and extensions to existing series, especially with large-scale games made by big companies.
Of course, there's a reason for this. When making an original title, you have to build everything from the ground up—while making a sequel lets you make use of existing systems.
2023x106 Odds and Ends of Supervising [Graphics] Episode overview
Air date
Nov 17, 2023
What does it mean for a director to "supervise"? In this video, I'll give you a glimpse of some of the supervision work I do!
Each of the "pre-feedback" images you'll see is from game .. show full overview
What does it mean for a director to "supervise"? In this video, I'll give you a glimpse of some of the supervision work I do!
Each of the "pre-feedback" images you'll see is from game content submitted as "done," before I called for these additional adjustments.
Facial animations are how we give characters their expressions. While the ones in Smash Ultimate aren't as realistic as those made with more cutting-edge techniques, I'd like to use them to explain how these animations work.
Facial animations are how we give characters their expressions. While the ones in Smash Ultimate aren't as realistic as those made with more cutting-edge techniques, I'd like to use them to explain how these animations work.
Today, I'll discuss things to look out for when creating sound effects.
Especially with impact sounds and explosions, I always try to explain my vision to the team. Of course, the best approach will differ from game to game.
Today, I'll discuss things to look out for when creating sound effects.
Especially with impact sounds and explosions, I always try to explain my vision to the team. Of course, the best approach will differ from game to game.
When making Smash Bros., Nintendo lent me a precious document detailing LCD patterns used in the old Game & Watch handhelds.
With their permission, I'd like to share this important and fascinating piece of video game history!
When making Smash Bros., Nintendo lent me a precious document detailing LCD patterns used in the old Game & Watch handhelds.
With their permission, I'd like to share this important and fascinating piece of video game history!
When Smash Bros. Melee was in development, Nintendo asked me if I had any ideas for their new controller—leading me to propose one particular feature.
It's important to always rethink the things you take for granted.
When Smash Bros. Melee was in development, Nintendo asked me if I had any ideas for their new controller—leading me to propose one particular feature.
It's important to always rethink the things you take for granted.
2023x111 The Pros and Cons of Leaderboards [Game Essence] Episode overview
Air date
Dec 05, 2023
Leaderboards are an indispensable part of the online play experience. But have you ever wondered what percentage of players actually appreciate them?
Leaderboards are an indispensable part of the online play experience. But have you ever wondered what percentage of players actually appreciate them?
Self-suggestion can be a powerful motivator. Today, I'd like to share an anecdote of a time I found it extremely effective. It's all about your frame of mind!
Self-suggestion can be a powerful motivator. Today, I'd like to share an anecdote of a time I found it extremely effective. It's all about your frame of mind!
2023x113 How Multiple People Work on One File [Programming & Tech] Episode overview
Air date
Dec 12, 2023
Given how large dev teams tend to be, what do you do when multiple members make changes to a file at the same time? I used to wonder about that myself, so allow me to explain.
Given how large dev teams tend to be, what do you do when multiple members make changes to a file at the same time? I used to wonder about that myself, so allow me to explain.
2023x114 Teaching Players How to Play [Design Specifics] Episode overview
Air date
Dec 16, 2023
Games have grown more and more complex in recent years, and they rarely come with instruction manuals, making it vital that the game itself presents the player with the rules and .. show full overview
Games have grown more and more complex in recent years, and they rarely come with instruction manuals, making it vital that the game itself presents the player with the rules and controls.
Today, I'll be showing some ways of teaching players how to play.
2023x115 Making Things Look Miniature [Graphics] Episode overview
Air date
Dec 19, 2023
In a prior episode, I spoke about the importance of achieving the proper sense of scale. Today, I'd like to take a different approach to that issue and discuss how to make things appear smaller.
In a prior episode, I spoke about the importance of achieving the proper sense of scale. Today, I'd like to take a different approach to that issue and discuss how to make things appear smaller.
2023x116 It’s Easier If They Already Know [Planning & Game Design] Episode overview
Air date
Dec 22, 2023
It'd be a real inconvenience if cars drove differently every time you tried a new one. The same is true with games. It's great to be able to make use of de facto standards, but you should also make sure players can adjust to their liking.
It'd be a real inconvenience if cars drove differently every time you tried a new one. The same is true with games. It's great to be able to make use of de facto standards, but you should also make sure players can adjust to their liking.
Sometimes I wonder what my past industry mentors are up to nowadays. Just because they've vanished from the public eye, that doesn't mean they're actually gone.
Sometimes I wonder what my past industry mentors are up to nowadays. Just because they've vanished from the public eye, that doesn't mean they're actually gone.
2023x118Season finale Finish Everything Within the Day [Team Management] Episode overview
Air date
Dec 29, 2023
Although there are exceptions, I generally never put off emails to the next day.
Responding to things the same day not only feels better for you, but it improves the lives of everyone involved.
Although there are exceptions, I generally never put off emails to the next day.
Responding to things the same day not only feels better for you, but it improves the lives of everyone involved.
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