Super Smash Bros. Ultimate director Masahiro Sakurai has started a new YouTube channel called “Masahiro Sakurai on Creating Games.” Check out the latest batch of uploaded content via the embedded video below:
Planning Your Game’s Rewards [Planning & Game Design]
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.
The Perils of Interpolation [Animation]
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.
Show and Tell: Some Rare Belongings [Grab Bag]
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.)
More Game Essence Means Less Broad Appeal [Game Essence]
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?
The Original Piece is Always Right [Audio]
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!
Knockback in Super Smash Bros. [Programming & Tech]
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.
Keep Your Internal Pressure High [Work Ethic]
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!!
Official Websites [Marketing]
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.
Unexpected Results [Design Specifics]
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…
Masahiro Sakurai on Creating Games Introduction Video
My goal for this channel is to benefit those who make games, those who play games, and those who work in games.
I hope you’ll continue to tune in as we move forward!
About This Channel
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.
Source: Masahiro Sakurai
Source:Pokémon