Masahiro Sakurai on Creating Games
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Overview
Join Masahiro Sakurai, director of several Kirby games and the Super Smash Bros. series, as he reflects on his work in the games industry and offers insightful and easy-to-understand advice about game development. The goal? To try and help make games around the world a little more fun!
Top cast
4 seasons
2022
2022 · 55 episodes
2022
2022 · 55 episodes
- 1 1. About This Channel
- 2 2. Masahiro Sakurai's Creative Works
- 3 3. Stop for Big Moments! [Design Specifics]
- 4 4. Kirby's Dream Land [Game Concepts]]
- 5 5. Frame Rates [Planning & Game Design]
- 6 6. Risk and Reward [Game Essence]
- 7 7. Game Development Isn't a Game [Work Ethic]
- 8 8. Down with Lag! [Grab Bag]
- 9 9. Squeeze and Release [Game Essence]
- 10 10. Draw the Light, Not the Asset [Graphics]
- 11 11. Kirby's Adventure [Game Concepts]
- 12 12. Presentations Are All About Speed! [Work Ethic]
- 13 13. Game Awards [Grab Bag]
- 14 14. Assigning Animations [Animation]
- 15 15. Game Essence in Role-Playing Games [Game Essence]
- 16 16. Make It "Pop" [Effects]
- 17 17. Just Let Them Play! [Planning & Game Design]
- 18 18. Clarity vs. Style [UI]
- 19 19. Giving "Weight" to Buttons [Design Specifics]
- 20 20. Kirby Super Star [Game Concepts]
- 21 21. Try Telling That to the Player [Work Ethic]
- 22 22. Name Files Logically [Programming & Tech]
- 23 23. Keeping Rewards in Sight [Planning & Game Design]
- 24 24. Exercise While You Game! [Grab Bag]
- 25 25. Make the Tempo Match the Game [Audio]
- 26 26. Fun Beyond Game Essence [Game Essence]
- 27 27. Super Smash Bros. [Game Concepts]
- 28 28. Too Much is Just Right [Animation]
- 29 29. Spec Changes [Work Ethic]
- 30 30. Emphasize Objects with Collision [Graphics]
- 31 31. The Price of Games [Grab Bag]
- 32 32. Strike a Balance with Sound Effects [Audio]
- 33 33. Text Size [UI]
- 34 34. Making a Living Making Games [Planning & Game Design]
- 35 35. Let Your Characters Shine [Effects]
- 36 36. Breaking Down Attack Animations [Animation]
- 37 37. Jump Physics [Design Specifics]
- 38 38. Writing Game Proposals [Work Ethic]
- 39 39. My Feline Friend, Fukurashi [Grab Bag]
- 40 40. Super Smash Bros. Melee [Game Concepts]
- 41 41. The Fiend's Cauldron [Game Essence]
- 42 42. A Small Window Into the World [Planning & Game Design]
- 43 43. Sharing Info Within a Team [Team Management]
- 44 44. Distinguishing Between Major and Minor Elements [Graphics]
- 45 45. That Was Then, This Is Now [Grab Bag]
- 46 46. Making Your Game Easy to Tune [Programming & Tech]
- 47 47. Eight Hit Stop Techniques [Design Specifics]
- 48 48. Let Players Cheat the System [Game Essence]
- 49 49. Making Lead-ins Instant and Impactful [Animation]
- 50 50. Jobs in Game Development [Team Management]
- 51 51. The Potential of One Button [Planning & Game Design]
- 52 52. Prep Your Proposals Hot and Fast [Work Ethic]
- 53 53. Sora Ltd. [Grab Bag]
- 54 54. Listen in Various Environments [Audio]
- 55 55. Modern Quality of Life Features [UI]
2023
2023 · 122 episodes
2023
2023 · 122 episodes
- 1 1. Flash, Blast, and Smoke [Effects]
- 2 2. Deconstruct, Analyze, and Rebuild [Planning & Game Design]
- 3 3. Team Digital or Team Physical? [Grab Bag]
- 4 4. Kirby Air Ride [Game Concepts]
- 5 5. Don't Wait to Speak Your Mind [Team Management]
- 6 6. Don't Anchor Your Center Point [Design Specifics]
- 7 7. Attack Poses [Animation]
- 8 8. Get the Sense of Scale Right [Graphics]
- 9 9. Good Errands and Bad Errands [Planning & Game Design]
- 10 10. Falling Sells the Feeling of Flight [Game Essence]
- 11 11. Sora's Work-From-Home Strategies [Grab Bag]
- 12 12. You'll Forget the Hardship, But the Game Will Endure! [Work Ethic]
- 13 13. Put Parameters in Brackets [Programming & Tech]
- 14 14. Game Music and Ambient Sounds [Audio]
- 15 15. Directors Need to Be Unique [Work Ethic]
- 16 16. Do We Really Need Enemies? [Game Essence]
- 17 17. Competing with the Past [Grab Bag]
- 18 18. Say No to Slow! [Design Specifics]
- 19 19. Meteos [Game Concepts]
- 20 20. Consider Rewards First [Game Essence]
- 21 21. Learn to Count Frames! [Planning & Game Design]
- 22 22. Follow-Throughs Make the Impact [Animation]
- 23 23. Loading Screens [UI]
- 24 24. Visual Effects in Slow Motion [Effects]
- 25 25. Marketing is Multiplicative [Marketing]
- 26 26. Games and Eye Strain [Grab Bag]
- 27 27. Do Competitive Games Have to Be Complex? [Game Essence]
- 28 28. Just Do It Already! [Work Ethic]
- 29 29. Units of Speed [Design Specifics]
- 30 30. Making Tutorials Feel Natural [Planning & Game Design]
- 31 31. Game Essence in Falling-Block Puzzle Games [Game Essence]
- 32 32. Mastering Up [Grab Bag]
- 33 33. Ten People Can Produce Seven People's Work [Team Management]
- 34 34. Audio as Fiction and Non-Fiction [Audio]
- 35 35. Supervising Art Through Retouches [Graphics]
- 36 36. Exaggerate to Make Up for Information Loss [Animation]
- 37 37. Sodatete! Kouchuu Ouja Mushiking [Game Concepts]
- 38 38. Emphasizing Text [UI]
- 39 39. Using Tickets to Manage Tasks [Programming & Tech]
- 40 40. Praise the Player! [Planning & Game Design]
- 41 41. The Family Computer (and the NES) [Grab Bag]
- 42 42. Dying Comes as a Relief? [Game Essence]
- 43 43. How I Stuck With My Column [Work Ethic]
- 44 44. An Up-Close Look at Smash Bros. Stages [Graphics]
- 45 45. Development Secrets of the Original Kirby [Grab Bag]
- 46 46. Paint an Accurate Picture of Your Game [Marketing]
- 47 47. Behavior at Ledges [Design Specifics]
- 48 48. Screen Shake [Effects]
- 49 49. Don't Be Unresponsive [Planning & Game Design]
- 50 50. Mountain Climbing Is More Than Just Climbing [Game Essence]
- 51 51. Posing Suggestions [Animation]
- 52 52. Voice Recording [Audio]
- 53 53. Super Smash Bros. Brawl [Game Concepts]
- 54 54. Don't Rely on a "Plan B" [Work Ethic]
- 55 55. Canceled Games [Grab Bag]
- 56 56. Menus Define Your World [UI]
- 57 57. Branching Tastes [Work Ethic]
- 58 58. Game Writing is Unique [Planning & Game Design]
- 59 59. Explain Ideas to Everyone at Once [Team Management]
- 60 60. The Basics of Pixel Art [Graphics]
- 61 61. ♪ PRESS START [Grab Bag]
- 62 62. Make Retries Quick [Game Essence]
- 63 63. Family BASIC [Programming & Tech]
- 64 64. Maps Are Game Screens, Too [Design Specifics]
- 65 65. The Fun in Picking Sides [Planning & Game Design]
- 66 66. Squashing and Scaling [Animation]
- 67 67. Game Demos [Marketing]
- 68 68. Daily Report Suggestions [Team Management]
- 69 69. Games During My Childhood [Grab Bag]
- 70 70. Kid Icarus: Uprising [Game Concepts]
- 71 71. Broad Input, Broad Output [Work Ethic]
- 72 72. Arranging Music [Audio]
- 73 73. Is Your Game Appealing Enough to Start Over? [Game Essence]
- 74 74. Motion Sickness in 3D Games [Planning & Game Design]
- 75 75. Unifying Visual Style [Graphics]
- 76 76. Hit Marks [Effects]
- 77 77. The Team Behind Super Smash Bros. Brawl [Grab Bag]
- 78 78. Color-Coding Your Game [UI]
- 79 79. Game Essence in Shooting Games [Game Essence]
- 80 80. Super Smash Bros. for 3DS / Wii U [Game Concepts]
- 81 81. Bug Testing Never Ends [Team Management]
- 82 82. Staying Organized with Hierarchical Outlines [Planning & Game Design]
- 83 83. A Fight Between Live Action and Animation [Graphics]
- 84 84. Guidelines [Grab Bag]
- 85 85. Masahiro Sakurai on Creating Games Introduction Video
- 86 86. Unexpected Results [Design Specifics]
- 87 87. Damage Animations [Animation]
- 88 88. Official Websites [Marketing]
- 89 89. Keep Your Internal Pressure High [Work Ethic]
- 90 90. Knockback in Super Smash Bros. [Programming & Tech]
- 91 91. The Original Piece is Always Right [Audio]
- 92 92. Make Important Elements Bigger [UI]
- 93 93. More Game Essence Means Less Broad Appeal [Game Essence]
- 94 94. Show and Tell: Some Rare Belongings [Grab Bag]
- 95 95. The Perils of Interpolation [Animation]
- 96 96. Planning Your Game’s Rewards [Planning & Game Design]
- 97 97. Do Graphics Impact Fun? [Graphics]
- 98 98. Billboards [Effects]
- 99 99. Flick Input [Design Specifics]
- 100 100. Special Crossover! #1 [Special]
- 101 101. Special Crossover! #2 [Special]
- 102 102. Special Crossover! #3 [Special]
- 103 103. The Majority Shouldn't Always Rule [Work Ethic]
- 104 104. The Shoryuken Command [Game Essence]
- 105 105. Super Smash Bros. Ultimate [Game Concepts]
- 106 106. Avoiding Comparison [Planning & Game Design]
- 107 107. Making Games as Part of a Company [Team Management]
- 108 108. Fighter Reveal Videos [Marketing]
- 109 109. Making Sequels [Planning & Game Design]
- 110 110. Odds and Ends of Supervising [Graphics]
- 111 111. Facial Animations [Animation]
- 112 112. Strong Attack, Light Reverb [Audio]
- 113 113. Game & Watch Designs [Grab Bag]
- 114 114. I Want to Choose Fast! [UI]
- 115 115. The Pros and Cons of Leaderboards [Game Essence]
- 116 116. The Power of Suggestion [Work Ethic]
- 117 117. How Multiple People Work on One File [Programming & Tech]
- 118 118. Teaching Players How to Play [Design Specifics]
- 119 119. Making Things Look Miniature [Graphics]
- 120 120. It’s Easier If They Already Know [Planning & Game Design]
- 121 121. Creators Change, Too [Grab Bag]
- 122 122. Finish Everything Within the Day [Team Management]
2024
2024 · 110 episodes
2024
2024 · 110 episodes
- 1 1. What is “Play”? [Game Essence]
- 2 2. Blade Trails [Effects]
- 3 3. Let Them Skip, Let Them Pause [UI]
- 4 4. Flipped Animation [Animation]
- 5 5. Customization Lets Your Imagination Play [Planning & Game Design]
- 6 6. Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag]
- 7 7. Dealing With Color Disparity [Graphics]
- 8 8. Giving Feedback for Sound Effects [Audio]
- 9 9. Show the Actual Game! [Marketing]
- 10 10. Staying True to Your Concept [Work Ethic]
- 11 11. Faithfulness Comes First in Licensed Games [Game Essence]
- 12 12. Randomness Spices Games Up [Design Specifics]
- 13 13. Turning Gift-Giving Into a Game [Grab Bag]
- 14 14. Don’t Put Decisions Off [Team Management]
- 15 15. Motion Blur [Graphics]
- 16 16. Game Essence in Action Games [Game Essence]
- 17 17. A: Work Ethic 1 (Category Compilation) #01~#10
- 18 18. Animation Blending [Animation]
- 19 19. Debug Mode [Programming & Tech]
- 20 20. C: Planning & Game Design 1 (Category Compilation) #01~#09
- 21 21. Crafting “Similar” Games [Planning & Game Design]
- 22 22. Button Settings [UI]
- 23 23. Competition and Abundance [Work Ethic]
- 24 24. A World Without Footprints [Grab Bag]
- 25 25. Presenting Scores [Planning & Design]
- 26 26. Making Effects the Right Size [Effects]
- 27 27. B: Game Essence 1 (Category Compilation) #01~#06
- 28 28. Handicap Systems [Design Specifics]
- 29 29. Making "Work" Games Fun [Game Essence]
- 30 30. Balancing Ambient Sounds [Audio]
- 31 31. Making the Imaginary Feel Real [Graphics]
- 32 32. Using Parameters to Establish Characters [Planning & Game Design]
- 33 33. Playing Games in Front of Other People [Marketing]
- 34 34. Bug Testing Systems [Team Management]
- 35 35. 1986: The Year of Legend [Grab Bag]
- 36 36. Portraying Fingers [Animation]
- 37 37. Advancing Text [UI]
- 38 38. Say It, and It Might Come True [Work Ethic]
- 39 39. Better Than Not Being Able to Beat the Game [Game Essence]
- 40 40. D: Design Specifics 1 (Category Compilation) #01~#08
- 41 41. A World with Less Color [Planning & Game Design]
- 42 42. Final Output [Graphics]
- 43 43. Storage Tips [Grab Bag]
- 44 44. Transparency Features [Programming & Tech]
- 45 45. Average and Mediocre Are the Same Thing [Design Specifics]
- 46 46. Mandatory Strategies and Strategic Balance [Game Essence]
- 47 47. E: Team Management 1 (Category Compilation) #01~#07
- 48 48. Play Testing Keeps Going [Team Management]
- 49 49. Computer-Controlled Players [Planning & Game Design]
- 50 50. Using Other Songs for Audio Reference [Audio]
- 51 51. Flashing Effects [Effects]
- 52 52. Destroying One Wall [Graphics]
- 53 53. Always Keep Attack Collision in Mind [Animation]
- 54 54. Targeting and Market Research [Marketing]
- 55 55. Gameplay as Part of a Live Performance [Grab Bag]
- 56 56. Echo Chambers [Work Ethic]
- 57 57. Adding Help Text to Menus [UI]
- 58 58. Game Essence in Strategy Games [Game Essence]
- 59 59. Online Updates [Design Specifics]
- 60 60. Manga-like Visuals [Graphics]
- 61 61. In-Game Cutscenes [Planning & Game Design]
- 62 62. F: Graphics 1 (Category Compilation) #01~#06
- 63 63. Directors and Producers [Team Management]
- 64 64. Start with the Climax [Planning & Game Design]
- 65 65. The Limitations of Skeletons [Animation]
- 66 66. When Ideas Won't Come [Work Ethic]
- 67 67. How Good Were the Player’s Actions? [Game Essence]
- 68 68. Famicom and NES Audio [Audio]
- 69 69. Making Things Clear, Even Without Words [UI]
- 70 70. Turning Anything Into a Competitive Game [Grab Bag]
- 71 71. Being Kind to Beginners [Planning & Game Design]
- 72 72. Establishing Characters Through Their Design [Graphics]
- 73 73. The Limitations of Particle Effects [Effects]
- 74 74. Smash Bros. DOJO!! [Marketing]
- 75 75. Speedy Screen Transitions [Design Specifics]
- 76 76. Amplify Both Strengths and Weaknesses [Game Essence]
- 77 77. G: Animation 1 (Category Compilation) #01~#09
- 78 78. Elementary School Play Testers [Team Management]
- 79 79. Never Get Into Fights [Work Ethic]
- 80 80. Be Mindful of the Time Players are Giving You [Planning & Game Design]
- 81 81. Rotation on Two Axes [Animation]
- 82 82. H: Effects 1 (Category Compilation) #01~#06
- 83 83. CRT Displays [Grab Bag]
- 84 84. Odds and Ends of Supervising: Sora Edition [Graphics]
- 85 85. HUDs [UI]
- 86 86. I: Audio 1 (Category Compilation) #01~#07
- 87 87. What Happens When You Shift the Center of Gravity? [Design Specifics]
- 88 88. Give Yourself a Handicap When Balancing Your Game [Game Essence]
- 89 89. No Masterpiece Has Bad Audio [Audio]
- 90 90. A Director’s Job is to Trim [Team Management]
- 91 91. Mr. Iwata [Grab Bag]
- 92 92. Up is Down, and Down is Up [Work Ethic]
- 93 93. J: UI 1 (Category Compilation) #01~#08
- 94 94. K: Programming & Tech 1 (Category Compilation) #01~#05
- 95 95. M: Grab Bag 1 (Category Compilation) #01~#09
- 96 96. Masahiro Sakurai on Creating Games: Finale Special
- 97 97. N: Game Concepts 1 (Category Compilation) #01~#05
- 98 98. L: Marketing 1 (Category Compilation) #01~#07
- 99 99. A: Work Ethic 2 (Category Compilation) #11~#20
- 100 100. B: Game Essence 2 (Category Compilation) #07~#15
- 101 101. C: Planning & Game Design 2 (Category Compilation) #10~#18
- 102 102. D: Design Specifics 2 (Category Compilation) #09~#18
- 103 103. E: Team Management 2 (Category Compilation) #08~#15
- 104 104. F: Graphics 2 (Category Compilation) #07~#13
- 105 105. G: Animation 2 (Category Compilation) #10~#18
- 106 106. H: Effects 2 (Category Compilation) #07~#11
- 107 107. I: Audio 2 (Category Compilation) #08~#14
- 108 108. J: UI 2 (Category Compilation) #09~#15
- 109 109. K: Programming & Tech 2 (Category Compilation) #06~#09
- 110 110. M: Grab Bag 2 (Category Compilation) #10~#14
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