F: Graphics 2 (Category Compilation) #07~#13

Masahiro Sakurai on Creating Games Season 3 Episode 104

Overview:

Genre : -

Actors : Masahiro Sakurai

Release Date : 2024-11-24

Duration : 29 menit

Rating : ⭐ 0/10 (0 votes)

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Other Episodes (Season 3)

What is “Play”? [Game Essence]
1. What is “Play”? [Game Essence]
Blade Trails [Effects]
2. Blade Trails [Effects]
Let Them Skip, Let Them Pause [UI]
3. Let Them Skip, Let Them Pause [UI]
Flipped Animation [Animation]
4. Flipped Animation [Animation]
Customization Lets Your Imagination Play [Planning & Game Design]
5. Customization Lets Your Imagination Play [Planning & Game Design]
Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag]
6. Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag]
Dealing With Color Disparity [Graphics]
7. Dealing With Color Disparity [Graphics]
Giving Feedback for Sound Effects [Audio]
8. Giving Feedback for Sound Effects [Audio]
Show the Actual Game! [Marketing]
9. Show the Actual Game! [Marketing]
Staying True to Your Concept [Work Ethic]
10. Staying True to Your Concept [Work Ethic]
Faithfulness Comes First in Licensed Games [Game Essence]
11. Faithfulness Comes First in Licensed Games [Game Essence]
Randomness Spices Games Up [Design Specifics]
12. Randomness Spices Games Up [Design Specifics]
Turning Gift-Giving Into a Game [Grab Bag]
13. Turning Gift-Giving Into a Game [Grab Bag]
Don’t Put Decisions Off [Team Management]
14. Don’t Put Decisions Off [Team Management]
Motion Blur [Graphics]
15. Motion Blur [Graphics]
Game Essence in Action Games [Game Essence]
16. Game Essence in Action Games [Game Essence]
A: Work Ethic 1 (Category Compilation) #01~#10
17. A: Work Ethic 1 (Category Compilation) #01~#10
Animation Blending [Animation]
18. Animation Blending [Animation]
Debug Mode [Programming & Tech]
19. Debug Mode [Programming & Tech]
C: Planning & Game Design 1 (Category Compilation) #01~#09
20. C: Planning & Game Design 1 (Category Compilation) #01~#09
Crafting “Similar” Games [Planning & Game Design]
21. Crafting “Similar” Games [Planning & Game Design]
Button Settings [UI]
22. Button Settings [UI]
Competition and Abundance [Work Ethic]
23. Competition and Abundance [Work Ethic]
A World Without Footprints [Grab Bag]
24. A World Without Footprints [Grab Bag]
Presenting Scores [Planning & Design]
25. Presenting Scores [Planning & Design]
Making Effects the Right Size [Effects]
26. Making Effects the Right Size [Effects]
B: Game Essence 1 (Category Compilation) #01~#06
27. B: Game Essence 1 (Category Compilation) #01~#06
Handicap Systems [Design Specifics]
28. Handicap Systems [Design Specifics]
Making "Work" Games Fun [Game Essence]
29. Making "Work" Games Fun [Game Essence]
Balancing Ambient Sounds [Audio]
30. Balancing Ambient Sounds [Audio]
Making the Imaginary Feel Real [Graphics]
31. Making the Imaginary Feel Real [Graphics]
Using Parameters to Establish Characters [Planning & Game Design]
32. Using Parameters to Establish Characters [Planning & Game Design]
Playing Games in Front of Other People [Marketing]
33. Playing Games in Front of Other People [Marketing]
Bug Testing Systems [Team Management]
34. Bug Testing Systems [Team Management]
1986: The Year of Legend [Grab Bag]
35. 1986: The Year of Legend [Grab Bag]
Portraying Fingers [Animation]
36. Portraying Fingers [Animation]
Advancing Text [UI]
37. Advancing Text [UI]
Say It, and It Might Come True [Work Ethic]
38. Say It, and It Might Come True [Work Ethic]
Better Than Not Being Able to Beat the Game [Game Essence]
39. Better Than Not Being Able to Beat the Game [Game Essence]
D: Design Specifics 1 (Category Compilation) #01~#08
40. D: Design Specifics 1 (Category Compilation) #01~#08
A World with Less Color [Planning & Game Design]
41. A World with Less Color [Planning & Game Design]
Final Output [Graphics]
42. Final Output [Graphics]
Storage Tips [Grab Bag]
43. Storage Tips [Grab Bag]
Transparency Features [Programming & Tech]
44. Transparency Features [Programming & Tech]
Average and Mediocre Are the Same Thing [Design Specifics]
45. Average and Mediocre Are the Same Thing [Design Specifics]
Mandatory Strategies and Strategic Balance [Game Essence]
46. Mandatory Strategies and Strategic Balance [Game Essence]
E: Team Management 1 (Category Compilation) #01~#07
47. E: Team Management 1 (Category Compilation) #01~#07
Play Testing Keeps Going [Team Management]
48. Play Testing Keeps Going [Team Management]
Computer-Controlled Players [Planning & Game Design]
49. Computer-Controlled Players [Planning & Game Design]
Using Other Songs for Audio Reference [Audio]
50. Using Other Songs for Audio Reference [Audio]
Flashing Effects [Effects]
51. Flashing Effects [Effects]
Destroying One Wall [Graphics]
52. Destroying One Wall [Graphics]
Always Keep Attack Collision in Mind [Animation]
53. Always Keep Attack Collision in Mind [Animation]
Targeting and Market Research [Marketing]
54. Targeting and Market Research [Marketing]
Gameplay as Part of a Live Performance [Grab Bag]
55. Gameplay as Part of a Live Performance [Grab Bag]
Echo Chambers [Work Ethic]
56. Echo Chambers [Work Ethic]
Adding Help Text to Menus [UI]
57. Adding Help Text to Menus [UI]
Game Essence in Strategy Games [Game Essence]
58. Game Essence in Strategy Games [Game Essence]
Online Updates [Design Specifics]
59. Online Updates [Design Specifics]
Manga-like Visuals [Graphics]
60. Manga-like Visuals [Graphics]
In-Game Cutscenes [Planning & Game Design]
61. In-Game Cutscenes [Planning & Game Design]
F: Graphics 1 (Category Compilation) #01~#06
62. F: Graphics 1 (Category Compilation) #01~#06
Directors and Producers [Team Management]
63. Directors and Producers [Team Management]
Start with the Climax [Planning & Game Design]
64. Start with the Climax [Planning & Game Design]
The Limitations of Skeletons [Animation]
65. The Limitations of Skeletons [Animation]
When Ideas Won't Come [Work Ethic]
66. When Ideas Won't Come [Work Ethic]
How Good Were the Player’s Actions? [Game Essence]
67. How Good Were the Player’s Actions? [Game Essence]
Famicom and NES Audio [Audio]
68. Famicom and NES Audio [Audio]
Making Things Clear, Even Without Words [UI]
69. Making Things Clear, Even Without Words [UI]
Turning Anything Into a Competitive Game [Grab Bag]
70. Turning Anything Into a Competitive Game [Grab Bag]
Being Kind to Beginners [Planning & Game Design]
71. Being Kind to Beginners [Planning & Game Design]
Establishing Characters Through Their Design [Graphics]
72. Establishing Characters Through Their Design [Graphics]
The Limitations of Particle Effects [Effects]
73. The Limitations of Particle Effects [Effects]
Smash Bros. DOJO!! [Marketing]
74. Smash Bros. DOJO!! [Marketing]
Speedy Screen Transitions [Design Specifics]
75. Speedy Screen Transitions [Design Specifics]
Amplify Both Strengths and Weaknesses [Game Essence]
76. Amplify Both Strengths and Weaknesses [Game Essence]
G: Animation 1 (Category Compilation) #01~#09
77. G: Animation 1 (Category Compilation) #01~#09
Elementary School Play Testers [Team Management]
78. Elementary School Play Testers [Team Management]
Never Get Into Fights [Work Ethic]
79. Never Get Into Fights [Work Ethic]
Be Mindful of the Time Players are Giving You [Planning & Game Design]
80. Be Mindful of the Time Players are Giving You [Planning & Game Design]
Rotation on Two Axes [Animation]
81. Rotation on Two Axes [Animation]
H: Effects 1 (Category Compilation) #01~#06
82. H: Effects 1 (Category Compilation) #01~#06
CRT Displays [Grab Bag]
83. CRT Displays [Grab Bag]
Odds and Ends of Supervising: Sora Edition [Graphics]
84. Odds and Ends of Supervising: Sora Edition [Graphics]
HUDs [UI]
85. HUDs [UI]
I: Audio 1 (Category Compilation) #01~#07
86. I: Audio 1 (Category Compilation) #01~#07
What Happens When You Shift the Center of Gravity? [Design Specifics]
87. What Happens When You Shift the Center of Gravity? [Design Specifics]
Give Yourself a Handicap When Balancing Your Game [Game Essence]
88. Give Yourself a Handicap When Balancing Your Game [Game Essence]
No Masterpiece Has Bad Audio [Audio]
89. No Masterpiece Has Bad Audio [Audio]
A Director’s Job is to Trim [Team Management]
90. A Director’s Job is to Trim [Team Management]
Mr. Iwata [Grab Bag]
91. Mr. Iwata [Grab Bag]
Up is Down, and Down is Up [Work Ethic]
92. Up is Down, and Down is Up [Work Ethic]
J: UI 1 (Category Compilation) #01~#08
93. J: UI 1 (Category Compilation) #01~#08
K: Programming & Tech 1 (Category Compilation) #01~#05
94. K: Programming & Tech 1 (Category Compilation) #01~#05
M: Grab Bag 1 (Category Compilation) #01~#09
95. M: Grab Bag 1 (Category Compilation) #01~#09
Masahiro Sakurai on Creating Games: Finale Special
96. Masahiro Sakurai on Creating Games: Finale Special
N: Game Concepts 1 (Category Compilation) #01~#05
97. N: Game Concepts 1 (Category Compilation) #01~#05
L: Marketing 1 (Category Compilation) #01~#07
98. L: Marketing 1 (Category Compilation) #01~#07
A: Work Ethic 2 (Category Compilation) #11~#20
99. A: Work Ethic 2 (Category Compilation) #11~#20
B: Game Essence 2 (Category Compilation) #07~#15
100. B: Game Essence 2 (Category Compilation) #07~#15
C: Planning & Game Design 2 (Category Compilation) #10~#18
101. C: Planning & Game Design 2 (Category Compilation) #10~#18
D: Design Specifics 2 (Category Compilation) #09~#18
102. D: Design Specifics 2 (Category Compilation) #09~#18
E: Team Management 2 (Category Compilation) #08~#15
103. E: Team Management 2 (Category Compilation) #08~#15
F: Graphics 2 (Category Compilation) #07~#13
104. F: Graphics 2 (Category Compilation) #07~#13
G: Animation 2 (Category Compilation) #10~#18
105. G: Animation 2 (Category Compilation) #10~#18
H: Effects 2 (Category Compilation) #07~#11
106. H: Effects 2 (Category Compilation) #07~#11
I: Audio 2 (Category Compilation) #08~#14
107. I: Audio 2 (Category Compilation) #08~#14
J: UI 2 (Category Compilation) #09~#15
108. J: UI 2 (Category Compilation) #09~#15
K: Programming & Tech 2 (Category Compilation) #06~#09
109. K: Programming & Tech 2 (Category Compilation) #06~#09
M: Grab Bag 2 (Category Compilation) #10~#14
110. M: Grab Bag 2 (Category Compilation) #10~#14


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