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Video: Super Smash Bros. Ultimate director Masahiro Sakurai explains why you should take care to make your game’s selling points clear, especially if you’re creating a new IP

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:

Show the Actual Game! [Marketing]

The first thing I want to know before buying a game is what it’s actually like! Take care to make your game’s selling points clear, especially if you’re creating a new IP.

Giving Feedback for Sound Effects [Audio]

What exactly does “bzang” or “bomf” mean?
Today, I’ll be discussing how difficult it can be to explain the sound effects we hear in our heads.

Dealing With Color Disparity [Graphics]

Tune in for an example of something I still check by eye even in the modern day. Just because the values are the same, that doesn’t mean the colors are—so don’t be fooled!

Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag]

Today, I’ll be showing you how to create sprites using nothing but lines of data—the origin of pixel art. Back in the day, this is how we used to do it!

Customization Lets Your Imagination Play [Planning & Game Design]

Games that let players experiment with abilities or equipment will naturally make them ponder how to most effectively build their character, and we should make sure to encourage that kind of thinking.

Flipped Animation [Animation]

When two Kirbys stand opposed in Smash Bros., players can see both of their faces. Likewise, you can see Mario’s belly no matter which direction he’s facing.
This is actually pretty tough to pull off! Today, I’d like to explain how it works.

Let Them Skip, Let Them Pause [UI]

Imagine watching a DVD or streaming service that didn’t let you pause, skip ahead, or rewind.
Though developers have their reasons for how they implement cutscenes, I’d really like to see the same sort of freedom there.

Blade Trails [Effects]

The effect left behind in the wake of a sword swing is what I call a “blade trail.”
In today’s Effects episode, I’ll explain how these are made, and point out a few things to watch out for.

What is “Play”? [Game Essence]

Why do we play just for the sake of play? What about it is so fun?
Today, I’d like to introduce a famous book on this topic, and share my own thoughts as well.

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

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