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:
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…
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.
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.
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.
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.
“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.
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…?
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.
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!
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.
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” 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: Pokemon