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:
1986: The Year of Legend [Grab Bag]
In my opinion, 1986 was a truly amazing year for gaming. Just look at all the big titles that released in Japan that year!
I captured a lot of footage for this one…
Bug Testing Systems [Team Management]
The teams we rely on for bug testing can sometimes be larger than the actual development team on a given game. Today, I’ll discuss some of the fundamentals of how this process works.
Playing Games in Front of Other People [Marketing]
For some reason, I find myself playing games in front of other people rather often…
In a way, it’s just like giving a presentation. Seeing is believing!
Using Parameters to Establish Characters [Planning & Game Design]
Games are made up of sets of numbers, but it’s up to their creators to decide what feelings those numbers convey. Like graphics and sound, game parameters are a kind of art, so we want them to be memorable.
Making the Imaginary Feel Real [Graphics]
Objects in games are weightless, insubstantial imitations—and yet, they don’t feel that way thanks to all the hard work creators put into maintaining the illusion.
Balancing Ambient Sounds [Audio]
Ambient sounds are likely the least exciting audio you’ll hear in a game. All the same, they’re vital for bringing your world to life—so you’ll want to make them as natural and subtle as possible!
Making “Work” Games Fun [Game Essence]
While this episode falls under the Game Essence category, game essence isn’t the only thing that makes a game fun.
This time, I’ll be examining games that can really pull you in, even without any inherent push and pull.
Handicap Systems [Design Specifics]
In competitive scenes, it’s expected for each player’s skill to be directly reflected—but not all games need to be so intense.
For more casual games that will be enjoyed by a wider audience, you’ll need a system for implementing handicap settings.
B: Game Essence 1 (Category Compilation) #01~#06
In Category B: Game Essence, I define “game essence” as risk and reward, and explore how it impacts the push and pull at the heart of games.
[Index]
0:00 Opening
0:11 B-1 Risk and Reward
10:08 B-2 Squeeze and Release
12:46 B-3 Game Essence in Role-Playing Games
15:20 B-4 Fun Beyond Game Essence
22:06 B-5 The Fiend’s Cauldron
26:55 B-6 Let Players Cheat the System
[Playlist B: Game Essence]
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: Pokemon