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Video: Super Smash Bros. Ultimate director Masahiro Sakurai explains how it can be effective to consider exactly how good the player’s actions really were when planning things like game balance

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:

How Good Were the Player’s Actions? [Game Essence]

When planning things like game balance, it can be effective to consider exactly how good the player’s actions really were. Just be careful not to make things too predictable!

When Ideas Won’t Come [Work Ethic]

It’s not easy coming up with great ideas…and sometimes, no matter how hard you think, inspiration just won’t strike! Here’s what I do when that happens to me.

The Limitations of Skeletons [Animation]

Skeletons are great for animating models, but there are times I want to push them beyond what they’re capable of…
This same concept applies to many other things as well.

Start with the Climax [Planning & Game Design]

One of the most challenging things to design for in a game is giving players control right from the very start.
While there’s merit to starting out slow and building up the story, it’s more suitable these days to cut straight to the action.

Directors and Producers [Team Management]

Just to be clear: I’m a director, not a producer!
Many people aren’t sure how these roles differ, so I’d like to discuss exactly that in today’s Team Management video.

F: Graphics 1 (Category Compilation) #01~#06

In Category F: Graphics, I explain what goes into making art for games. Rather than sharing tool tutorials and the like, I offer practical points to consider when creating game visuals.

[Index]
0:00 Opening
0:11 F-1 Draw the Light, Not the Asset
3:41 F-2 Emphasize Objects with Collision
6:07 F-3 Distinguishing Between Major and Minor Elements
8:50 F-4 Get the Sense of Scale Right
12:40 F-5 Supervising Art Through Retouches
15:54 F-6 An Up-Close Look at Smash Bros. Stages

[Playlist F: Graphics]
https://www.youtube.com/playlist?list…

In-Game Cutscenes [Planning & Game Design]

Games nowadays feature all sorts of cutscenes, which can offer players a break from the action or dive deeper into a game’s story…as long as you get the balance and implementation right.

Manga-like Visuals [Graphics]

Just because you’re using 3D models, that doesn’t mean everything needs to be realistic. Today, I’ll go over some “unreal” visual techniques you can try.

Online Updates [Design Specifics]

As a player, I’m extremely grateful for downloadable updates and patches!
As a creator, working on them requires time that could be spent on other projects or opportunities.

Game Essence in Strategy Games [Game Essence]

It goes without saying that a battle between two equivalent forces will naturally end in a tie—but using strategy to overcome such stalemates is at the core of this genre’s game essence.

Adding Help Text to Menus [UI]

“Help text” refers to the descriptive text that explains how menu items function. I highly recommend utilizing it! But please try to be as clear and concise as possible when writing this text.

Echo Chambers [Work Ethic]

In the internet age, it’s easy to gather information and opinions online. However, I worry that it’s growing more and more difficult to stay objective.
When you feel like “everyone” is saying something, is it really everyone…?

Gameplay as Part of a Live Performance [Grab Bag]

In this Grab Bag episode, I’ll be discussing a very special gameplay experience I once had!
I’ve shared recordings from some PRESS START concerts in the past, and you can look forward to more music in today’s video as well.

Targeting and Market Research [Marketing]

Deciding on a target audience and performing market research are both important, but they can’t tell you everything, so don’t let them limit you too much!

Always Keep Attack Collision in Mind [Animation]

Assigning attack collision to an animation as-is doesn’t often work out too well. While this task is generally handled by game designers, I’ve focused this video toward animators, too.

Destroying One Wall [Graphics]

Sometimes, one particular part of a game requires in-depth supervision to get right…
It can take a lot of work to change something for the better—and today, I’d like to show you an example of how true that can be.

Flashing Effects [Effects]

“Flashing” refers to having elements like characters or the entire screen light up. Simple as it is, there are a lot of techniques involved.
Be warned, this video contains lots of flashing effects!

Using Other Songs for Audio Reference [Audio]

When composing a piece of music, sometimes the perfect song to fit your vision already exists. This can be a great help, but also presents a potential pitfall—so be careful when referencing someone else’s work.

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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