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Video: Super Smash Bros. Ultimate director Masahiro Sakurai talks about how if you want to make games, you’ll have a lot of competition

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:

Competition and Abundance [Work Ethic]

A lot of people out there want to make games…which means if you want to make games, you’ll have a lot of competition! This is something I hope both creators and consumers will keep in mind.

Button Settings [UI]

Key config settings can be a huge pain to implement! The feature itself is an important one, but it’s always an ordeal having to make it all over again with each new game…

Crafting “Similar” Games [Planning & Game Design]

There’s nothing wrong with drawing inspiration from an existing game. After all, that’s how game systems and mechanics come to be refined. But there are a few things all developers should keep in mind when creating “similar” games.

C: Planning & Game Design 1 (Category Compilation) #01~#09

In Category C: Planning & Game Design, I talk about topics to consider when coming up with game ideas and mechanics. These are good things to keep in mind when thinking of new game concepts.

[Index]
0:00 Opening
0:13 Frame Rates
4:09 Just Let Them Play!
6:50 Keeping Rewards in Sight
9:05 Making a Living Making Games
12:57 A Small Window Into the World
16:05 The Potential of One Button
18:26 Deconstruct, Analyze, and Rebuild
21:52 Good Errands and Bad Errands

Debug Mode [Programming & Tech]

Today I’ll talk about “debug mode,” an invaluable tool that helps development proceed smoothly. You might even catch a tiny snippet of debug footage I normally wouldn’t be able to share with the public.

Animation Blending [Animation]

Imagine a technique that lets you smoothly transition between two distinct animations. What does that even look like?
This method relies on technology to pick up the slack where manual animation alone won’t cut it.

A: Work Ethic 1 (Category Compilation) #01~#10

In Category A: Work Ethic, I talk about the ways we approach and prepare for our jobs. The topics in this category apply to all lines of work, not just game development.

[Index]
0:00 Opening
0:11 A-1 Game Development Isn’t a Game
4:15 A-2 Presentations Are All About Speed!
5:21 A-3 Try Telling That to the Player
7:43 A-4 Spec Changes
11:56 A-5 Writing Game Proposals
14:36 A-6 Prep Your Proposals Hot and Fast
17:09 A-7 You’ll Forget the Hardship, But the Game Will Endure!
20:35 A-8 Directors Need to Be Unique
23:02 A-9 Just Do It Already!
24:59 A-10 How I Stuck With My Column

Game Essence in Action Games [Game Essence]

The game essence seen in action games comes in a variety of forms, everywhere you look. In this video, I’ll be summarizing just the key elements so you can observe how they work in these games.

Motion Blur [Graphics]

Motion blur can make animations look more realistic, but some people might dislike the way it makes visuals appear fuzzy. Today, I’ll be talking about the use of these afterimages.

Don’t Put Decisions Off [Team Management]

If you’re a game’s director, or someone else responsible for conveying the right direction to your team, don’t delay on making decisions. Choose an answer, and choose it quick!

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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