Masahiro Sakurai on Creating Games

Aug 24, 2022 (ja) [0] Min
  • First Air Date
    Aug 24, 2022
  • Production
    YouTube
  • Rotten tomato
    0%
  • Original title
    桜井政博のゲーム作るには
  • Release
    Aug 24, 2022
  • ja
    -

Overview

Join Masahiro Sakurai, director of several Kirby games and the Super Smash Bros. series, as he reflects on his work in the games industry and offers insightful and easy-to-understand advice about game development. The goal? To try and help make games around the world a little more fun!

  1. Music Supervisor

  2. Producer

Currently available to stream, watch for free, rent, and buy in the United States. You can makes it easy to find out where you can legally watch your favorite movies & TV shows online.

Watch Channel

Casts

  1. Masahiro Sakurai

    Masahiro Sakurai

Full Casts & Crew

Casts : 1 / Crews : 0

2022 ( 2022-08-24)

About This Channel

Episode: 1

Masahiro Sakurai's Creative Works

Episode: 2

Stop for Big Moments! [Design Specifics]

Episode: 3

Kirby's Dream Land [Game Concepts]]

Episode: 4

Frame Rates [Planning & Game Design]

Episode: 5

Risk and Reward [Game Essence]

Episode: 6

Game Development Isn't a Game [Work Ethic]

Episode: 7

Down with Lag! [Grab Bag]

Episode: 8

Squeeze and Release [Game Essence]

Episode: 9

Draw the Light, Not the Asset [Graphics]

Episode: 10

Kirby's Adventure [Game Concepts]

Episode: 11

Presentations Are All About Speed! [Work Ethic]

Episode: 12

Game Awards [Grab Bag]

Episode: 13

Assigning Animations [Animation]

Episode: 14

Game Essence in Role-Playing Games [Game Essence]

Episode: 15

Make It "Pop" [Effects]

Episode: 16

Just Let Them Play! [Planning & Game Design]

Episode: 17

Clarity vs. Style [UI]

Episode: 18

Giving "Weight" to Buttons [Design Specifics]

Episode: 19

Kirby Super Star [Game Concepts]

Episode: 20

Try Telling That to the Player [Work Ethic]

Episode: 21

Name Files Logically [Programming & Tech]

Episode: 22

Keeping Rewards in Sight [Planning & Game Design]

Episode: 23

Exercise While You Game! [Grab Bag]

Episode: 24

Make the Tempo Match the Game [Audio]

Episode: 25

Fun Beyond Game Essence [Game Essence]

Episode: 26

Super Smash Bros. [Game Concepts]

Episode: 27

Too Much is Just Right [Animation]

Episode: 28

Spec Changes [Work Ethic]

Episode: 29

Emphasize Objects with Collision [Graphics]

Episode: 30

The Price of Games [Grab Bag]

Episode: 31

Strike a Balance with Sound Effects [Audio]

Episode: 32

Text Size [UI]

Episode: 33

Making a Living Making Games [Planning & Game Design]

Episode: 34

Let Your Characters Shine [Effects]

Episode: 35

Breaking Down Attack Animations [Animation]

Episode: 36

Jump Physics [Design Specifics]

Episode: 37

Writing Game Proposals [Work Ethic]

Episode: 38

My Feline Friend, Fukurashi [Grab Bag]

Episode: 39

Super Smash Bros. Melee [Game Concepts]

Episode: 40

The Fiend's Cauldron [Game Essence]

Episode: 41

A Small Window Into the World [Planning & Game Design]

Episode: 42

Sharing Info Within a Team [Team Management]

Episode: 43

Distinguishing Between Major and Minor Elements [Graphics]

Episode: 44

That Was Then, This Is Now [Grab Bag]

Episode: 45

Making Your Game Easy to Tune [Programming & Tech]

Episode: 46

Eight Hit Stop Techniques [Design Specifics]

Episode: 47

Let Players Cheat the System [Game Essence]

Episode: 48

Making Lead-ins Instant and Impactful [Animation]

Episode: 49

Jobs in Game Development [Team Management]

Episode: 50

The Potential of One Button [Planning & Game Design]

Episode: 51

Prep Your Proposals Hot and Fast [Work Ethic]

Episode: 52

Sora Ltd. [Grab Bag]

Episode: 53

Listen in Various Environments [Audio]

Episode: 54

Modern Quality of Life Features [UI]

Episode: 55

2023 ( 2023-01-02)

Flash, Blast, and Smoke [Effects]

Episode: 1

Deconstruct, Analyze, and Rebuild [Planning & Game Design]

Episode: 2

Team Digital or Team Physical? [Grab Bag]

Episode: 3

Kirby Air Ride [Game Concepts]

Episode: 4

Don't Wait to Speak Your Mind [Team Management]

Episode: 5

Don't Anchor Your Center Point [Design Specifics]

Episode: 6

Attack Poses [Animation]

Episode: 7

Get the Sense of Scale Right [Graphics]

Episode: 8

Good Errands and Bad Errands [Planning & Game Design]

Episode: 9

Falling Sells the Feeling of Flight [Game Essence]

Episode: 10

Sora's Work-From-Home Strategies [Grab Bag]

Episode: 11

You'll Forget the Hardship, But the Game Will Endure! [Work Ethic]

Episode: 12

Put Parameters in Brackets [Programming & Tech]

Episode: 13

Game Music and Ambient Sounds [Audio]

Episode: 14

Directors Need to Be Unique [Work Ethic]

Episode: 15

Do We Really Need Enemies? [Game Essence]

Episode: 16

Competing with the Past [Grab Bag]

Episode: 17

Say No to Slow! [Design Specifics]

Episode: 18

Meteos [Game Concepts]

Episode: 19

Consider Rewards First [Game Essence]

Episode: 20

Learn to Count Frames! [Planning & Game Design]

Episode: 21

Follow-Throughs Make the Impact [Animation]

Episode: 22

Loading Screens [UI]

Episode: 23

Visual Effects in Slow Motion [Effects]

Episode: 24

Marketing is Multiplicative [Marketing]

Episode: 25

Games and Eye Strain [Grab Bag]

Episode: 26

Do Competitive Games Have to Be Complex? [Game Essence]

Episode: 27

Just Do It Already! [Work Ethic]

Episode: 28

Units of Speed [Design Specifics]

Episode: 29

Making Tutorials Feel Natural [Planning & Game Design]

Episode: 30

Game Essence in Falling-Block Puzzle Games [Game Essence]

Episode: 31

Mastering Up [Grab Bag]

Episode: 32

Ten People Can Produce Seven People's Work [Team Management]

Episode: 33

Audio as Fiction and Non-Fiction [Audio]

Episode: 34

Supervising Art Through Retouches [Graphics]

Episode: 35

Exaggerate to Make Up for Information Loss [Animation]

Episode: 36

Sodatete! Kouchuu Ouja Mushiking [Game Concepts]

Episode: 37

Emphasizing Text [UI]

Episode: 38

Using Tickets to Manage Tasks [Programming & Tech]

Episode: 39

Praise the Player! [Planning & Game Design]

Episode: 40

The Family Computer (and the NES) [Grab Bag]

Episode: 41

Dying Comes as a Relief? [Game Essence]

Episode: 42

How I Stuck With My Column [Work Ethic]

Episode: 43

An Up-Close Look at Smash Bros. Stages [Graphics]

Episode: 44

Development Secrets of the Original Kirby [Grab Bag]

Episode: 45

Paint an Accurate Picture of Your Game [Marketing]

Episode: 46

Behavior at Ledges [Design Specifics]

Episode: 47

Screen Shake [Effects]

Episode: 48

Don't Be Unresponsive [Planning & Game Design]

Episode: 49

Mountain Climbing Is More Than Just Climbing [Game Essence]

Episode: 50

Posing Suggestions [Animation]

Episode: 51

Voice Recording [Audio]

Episode: 52

Super Smash Bros. Brawl [Game Concepts]

Episode: 53

Don't Rely on a "Plan B" [Work Ethic]

Episode: 54

Canceled Games [Grab Bag]

Episode: 55

Menus Define Your World [UI]

Episode: 56

Branching Tastes [Work Ethic]

Episode: 57

Game Writing is Unique [Planning & Game Design]

Episode: 58

Explain Ideas to Everyone at Once [Team Management]

Episode: 59

The Basics of Pixel Art [Graphics]

Episode: 60

♪ PRESS START [Grab Bag]

Episode: 61

Make Retries Quick [Game Essence]

Episode: 62

Family BASIC [Programming & Tech]

Episode: 63

Maps Are Game Screens, Too [Design Specifics]

Episode: 64

The Fun in Picking Sides [Planning & Game Design]

Episode: 65

Squashing and Scaling [Animation]

Episode: 66

Game Demos [Marketing]

Episode: 67

Daily Report Suggestions [Team Management]

Episode: 68

Games During My Childhood [Grab Bag]

Episode: 69

Kid Icarus: Uprising [Game Concepts]

Episode: 70

Broad Input, Broad Output [Work Ethic]

Episode: 71

Arranging Music [Audio]

Episode: 72

Is Your Game Appealing Enough to Start Over? [Game Essence]

Episode: 73

Motion Sickness in 3D Games [Planning & Game Design]

Episode: 74

Unifying Visual Style [Graphics]

Episode: 75

Hit Marks [Effects]

Episode: 76

The Team Behind Super Smash Bros. Brawl [Grab Bag]

Episode: 77

Color-Coding Your Game [UI]

Episode: 78

Game Essence in Shooting Games [Game Essence]

Episode: 79

Super Smash Bros. for 3DS / Wii U [Game Concepts]

Episode: 80

Bug Testing Never Ends [Team Management]

Episode: 81

Staying Organized with Hierarchical Outlines [Planning & Game Design]

Episode: 82

A Fight Between Live Action and Animation [Graphics]

Episode: 83

Guidelines [Grab Bag]

Episode: 84

Masahiro Sakurai on Creating Games Introduction Video

Episode: 85

Unexpected Results [Design Specifics]

Episode: 86

Damage Animations [Animation]

Episode: 87

Official Websites [Marketing]

Episode: 88

Keep Your Internal Pressure High [Work Ethic]

Episode: 89

Knockback in Super Smash Bros. [Programming & Tech]

Episode: 90

The Original Piece is Always Right [Audio]

Episode: 91

Make Important Elements Bigger [UI]

Episode: 92

More Game Essence Means Less Broad Appeal [Game Essence]

Episode: 93

Show and Tell: Some Rare Belongings [Grab Bag]

Episode: 94

The Perils of Interpolation [Animation]

Episode: 95

Planning Your Game’s Rewards [Planning & Game Design]

Episode: 96

Do Graphics Impact Fun? [Graphics]

Episode: 97

Billboards [Effects]

Episode: 98

Flick Input [Design Specifics]

Episode: 99

Special Crossover! #1 [Special]

Episode: 100

Special Crossover! #2 [Special]

Episode: 101

Special Crossover! #3 [Special]

Episode: 102

The Majority Shouldn't Always Rule [Work Ethic]

Episode: 103

The Shoryuken Command [Game Essence]

Episode: 104

Super Smash Bros. Ultimate [Game Concepts]

Episode: 105

Avoiding Comparison [Planning & Game Design]

Episode: 106

Making Games as Part of a Company [Team Management]

Episode: 107

Fighter Reveal Videos [Marketing]

Episode: 108

Making Sequels [Planning & Game Design]

Episode: 109

Odds and Ends of Supervising [Graphics]

Episode: 110

Facial Animations [Animation]

Episode: 111

Strong Attack, Light Reverb [Audio]

Episode: 112

Game & Watch Designs [Grab Bag]

Episode: 113

I Want to Choose Fast! [UI]

Episode: 114

The Pros and Cons of Leaderboards [Game Essence]

Episode: 115

The Power of Suggestion [Work Ethic]

Episode: 116

How Multiple People Work on One File [Programming & Tech]

Episode: 117

Teaching Players How to Play [Design Specifics]

Episode: 118

Making Things Look Miniature [Graphics]

Episode: 119

It’s Easier If They Already Know [Planning & Game Design]

Episode: 120

Creators Change, Too [Grab Bag]

Episode: 121

Finish Everything Within the Day [Team Management]

Episode: 122

2024 ( 2024-01-02)

What is “Play”? [Game Essence]

Episode: 1

Blade Trails [Effects]

Episode: 2

Let Them Skip, Let Them Pause [UI]

Episode: 3

Flipped Animation [Animation]

Episode: 4

Customization Lets Your Imagination Play [Planning & Game Design]

Episode: 5

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

Episode: 6

Dealing With Color Disparity [Graphics]

Episode: 7

Giving Feedback for Sound Effects [Audio]

Episode: 8

Show the Actual Game! [Marketing]

Episode: 9

Staying True to Your Concept [Work Ethic]

Episode: 10

Faithfulness Comes First in Licensed Games [Game Essence]

Episode: 11

Randomness Spices Games Up [Design Specifics]

Episode: 12

Turning Gift-Giving Into a Game [Grab Bag]

Episode: 13

Don’t Put Decisions Off [Team Management]

Episode: 14

Motion Blur [Graphics]

Episode: 15

Game Essence in Action Games [Game Essence]

Episode: 16

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

Episode: 17

Animation Blending [Animation]

Episode: 18

Debug Mode [Programming & Tech]

Episode: 19

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

Episode: 20

Crafting “Similar” Games [Planning & Game Design]

Episode: 21

Button Settings [UI]

Episode: 22

Competition and Abundance [Work Ethic]

Episode: 23

A World Without Footprints [Grab Bag]

Episode: 24

Presenting Scores [Planning & Design]

Episode: 25

Making Effects the Right Size [Effects]

Episode: 26

B: Game Essence 1 (Category Compilation) #01~#06

Episode: 27

Handicap Systems [Design Specifics]

Episode: 28

Making "Work" Games Fun [Game Essence]

Episode: 29

Balancing Ambient Sounds [Audio]

Episode: 30

Making the Imaginary Feel Real [Graphics]

Episode: 31

Using Parameters to Establish Characters [Planning & Game Design]

Episode: 32

Playing Games in Front of Other People [Marketing]

Episode: 33

Bug Testing Systems [Team Management]

Episode: 34

1986: The Year of Legend [Grab Bag]

Episode: 35

Portraying Fingers [Animation]

Episode: 36

Advancing Text [UI]

Episode: 37

Say It, and It Might Come True [Work Ethic]

Episode: 38

Better Than Not Being Able to Beat the Game [Game Essence]

Episode: 39

D: Design Specifics 1 (Category Compilation) #01~#08

Episode: 40

A World with Less Color [Planning & Game Design]

Episode: 41

Final Output [Graphics]

Episode: 42

Storage Tips [Grab Bag]

Episode: 43

Transparency Features [Programming & Tech]

Episode: 44

Average and Mediocre Are the Same Thing [Design Specifics]

Episode: 45

Mandatory Strategies and Strategic Balance [Game Essence]

Episode: 46

E: Team Management 1 (Category Compilation) #01~#07

Episode: 47

Play Testing Keeps Going [Team Management]

Episode: 48

Computer-Controlled Players [Planning & Game Design]

Episode: 49

Using Other Songs for Audio Reference [Audio]

Episode: 50

Flashing Effects [Effects]

Episode: 51

Destroying One Wall [Graphics]

Episode: 52

Always Keep Attack Collision in Mind [Animation]

Episode: 53

Targeting and Market Research [Marketing]

Episode: 54

Gameplay as Part of a Live Performance [Grab Bag]

Episode: 55

Echo Chambers [Work Ethic]

Episode: 56

Adding Help Text to Menus [UI]

Episode: 57

Game Essence in Strategy Games [Game Essence]

Episode: 58

Online Updates [Design Specifics]

Episode: 59

Manga-like Visuals [Graphics]

Episode: 60

In-Game Cutscenes [Planning & Game Design]

Episode: 61

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

Episode: 62

Directors and Producers [Team Management]

Episode: 63

Start with the Climax [Planning & Game Design]

Episode: 64

The Limitations of Skeletons [Animation]

Episode: 65

When Ideas Won't Come [Work Ethic]

Episode: 66

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

Episode: 67

Famicom and NES Audio [Audio]

Episode: 68

Making Things Clear, Even Without Words [UI]

Episode: 69

Turning Anything Into a Competitive Game [Grab Bag]

Episode: 70

Being Kind to Beginners [Planning & Game Design]

Episode: 71

Establishing Characters Through Their Design [Graphics]

Episode: 72

The Limitations of Particle Effects [Effects]

Episode: 73

Smash Bros. DOJO!! [Marketing]

Episode: 74

Speedy Screen Transitions [Design Specifics]

Episode: 75

Amplify Both Strengths and Weaknesses [Game Essence]

Episode: 76

G: Animation 1 (Category Compilation) #01~#09

Episode: 77

Elementary School Play Testers [Team Management]

Episode: 78

Never Get Into Fights [Work Ethic]

Episode: 79

Be Mindful of the Time Players are Giving You [Planning & Game Design]

Episode: 80

Rotation on Two Axes [Animation]

Episode: 81

H: Effects 1 (Category Compilation) #01~#06

Episode: 82

CRT Displays [Grab Bag]

Episode: 83

Odds and Ends of Supervising: Sora Edition [Graphics]

Episode: 84

HUDs [UI]

Episode: 85

I: Audio 1 (Category Compilation) #01~#07

Episode: 86

What Happens When You Shift the Center of Gravity? [Design Specifics]

Episode: 87

Give Yourself a Handicap When Balancing Your Game [Game Essence]

Episode: 88

No Masterpiece Has Bad Audio [Audio]

Episode: 89

A Director’s Job is to Trim [Team Management]

Episode: 90

Mr. Iwata [Grab Bag]

Episode: 91

Up is Down, and Down is Up [Work Ethic]

Episode: 92

J: UI 1 (Category Compilation) #01~#08

Episode: 93

K: Programming & Tech 1 (Category Compilation) #01~#05

Episode: 94

M: Grab Bag 1 (Category Compilation) #01~#09

Episode: 95

Masahiro Sakurai on Creating Games: Finale Special

Episode: 96

N: Game Concepts 1 (Category Compilation) #01~#05

Episode: 97

L: Marketing 1 (Category Compilation) #01~#07

Episode: 98

A: Work Ethic 2 (Category Compilation) #11~#20

Episode: 99

B: Game Essence 2 (Category Compilation) #07~#15

Episode: 100

C: Planning & Game Design 2 (Category Compilation) #10~#18

Episode: 101
Aug 24, 2022 (ja)
[0] Min
  • First Air Date Aug 24, 2022
  • Production
    YouTube
  • Rotten tomato 0%
Original Title 桜井政博のゲーム作るには
ja

Overview

Join Masahiro Sakurai, director of several Kirby games and the Super Smash Bros. series, as he reflects on his work in the games industry and offers insightful and easy-to-understand advice about game development. The goal? To try and help make games around the world a little more fun!

  1. Music Supervisor

  2. Producer