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

Masahiro Sakurai on Creating Games Season 2 Episode 44

Overview:

Release Date : 2023-04-24

Genre : -

Duration : 17 menit

Rating : ⭐ 0/10 (0 votes)

Actors : Masahiro Sakurai


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Episode Lainnya (Season 2)

Flash, Blast, and Smoke [Effects]
1. Flash, Blast, and Smoke [Effects]
Deconstruct, Analyze, and Rebuild [Planning & Game Design]
2. Deconstruct, Analyze, and Rebuild [Planning & Game Design]
Team Digital or Team Physical? [Grab Bag]
3. Team Digital or Team Physical? [Grab Bag]
Kirby Air Ride [Game Concepts]
4. Kirby Air Ride [Game Concepts]
Don't Wait to Speak Your Mind [Team Management]
5. Don't Wait to Speak Your Mind [Team Management]
Don't Anchor Your Center Point [Design Specifics]
6. Don't Anchor Your Center Point [Design Specifics]
Attack Poses [Animation]
7. Attack Poses [Animation]
Get the Sense of Scale Right [Graphics]
8. Get the Sense of Scale Right [Graphics]
Good Errands and Bad Errands [Planning & Game Design]
9. Good Errands and Bad Errands [Planning & Game Design]
Falling Sells the Feeling of Flight [Game Essence]
10. Falling Sells the Feeling of Flight [Game Essence]
Sora's Work-From-Home Strategies [Grab Bag]
11. Sora's Work-From-Home Strategies [Grab Bag]
You'll Forget the Hardship, But the Game Will Endure! [Work Ethic]
12. You'll Forget the Hardship, But the Game Will Endure! [Work Ethic]
Put Parameters in Brackets [Programming & Tech]
13. Put Parameters in Brackets [Programming & Tech]
Game Music and Ambient Sounds [Audio]
14. Game Music and Ambient Sounds [Audio]
Directors Need to Be Unique [Work Ethic]
15. Directors Need to Be Unique [Work Ethic]
Do We Really Need Enemies? [Game Essence]
16. Do We Really Need Enemies? [Game Essence]
Competing with the Past [Grab Bag]
17. Competing with the Past [Grab Bag]
Say No to Slow! [Design Specifics]
18. Say No to Slow! [Design Specifics]
Meteos [Game Concepts]
19. Meteos [Game Concepts]
Consider Rewards First [Game Essence]
20. Consider Rewards First [Game Essence]
Learn to Count Frames! [Planning & Game Design]
21. Learn to Count Frames! [Planning & Game Design]
Follow-Throughs Make the Impact [Animation]
22. Follow-Throughs Make the Impact [Animation]
Loading Screens [UI]
23. Loading Screens [UI]
Visual Effects in Slow Motion [Effects]
24. Visual Effects in Slow Motion [Effects]
Marketing is Multiplicative [Marketing]
25. Marketing is Multiplicative [Marketing]
Games and Eye Strain [Grab Bag]
26. Games and Eye Strain [Grab Bag]
Do Competitive Games Have to Be Complex? [Game Essence]
27. Do Competitive Games Have to Be Complex? [Game Essence]
Just Do It Already! [Work Ethic]
28. Just Do It Already! [Work Ethic]
Units of Speed [Design Specifics]
29. Units of Speed [Design Specifics]
Making Tutorials Feel Natural [Planning & Game Design]
30. Making Tutorials Feel Natural [Planning & Game Design]
Game Essence in Falling-Block Puzzle Games [Game Essence]
31. Game Essence in Falling-Block Puzzle Games [Game Essence]
Mastering Up [Grab Bag]
32. Mastering Up [Grab Bag]
Ten People Can Produce Seven People's Work [Team Management]
33. Ten People Can Produce Seven People's Work [Team Management]
Audio as Fiction and Non-Fiction [Audio]
34. Audio as Fiction and Non-Fiction [Audio]
Supervising Art Through Retouches [Graphics]
35. Supervising Art Through Retouches [Graphics]
Exaggerate to Make Up for Information Loss [Animation]
36. Exaggerate to Make Up for Information Loss [Animation]
Sodatete! Kouchuu Ouja Mushiking [Game Concepts]
37. Sodatete! Kouchuu Ouja Mushiking [Game Concepts]
Emphasizing Text [UI]
38. Emphasizing Text [UI]
Using Tickets to Manage Tasks [Programming & Tech]
39. Using Tickets to Manage Tasks [Programming & Tech]
Praise the Player! [Planning & Game Design]
40. Praise the Player! [Planning & Game Design]
The Family Computer (and the NES) [Grab Bag]
41. The Family Computer (and the NES) [Grab Bag]
Dying Comes as a Relief? [Game Essence]
42. Dying Comes as a Relief? [Game Essence]
How I Stuck With My Column [Work Ethic]
43. How I Stuck With My Column [Work Ethic]
An Up-Close Look at Smash Bros. Stages [Graphics]
44. An Up-Close Look at Smash Bros. Stages [Graphics]
Development Secrets of the Original Kirby [Grab Bag]
45. Development Secrets of the Original Kirby [Grab Bag]
Paint an Accurate Picture of Your Game [Marketing]
46. Paint an Accurate Picture of Your Game [Marketing]
Behavior at Ledges [Design Specifics]
47. Behavior at Ledges [Design Specifics]
Screen Shake [Effects]
48. Screen Shake [Effects]
Don't Be Unresponsive [Planning & Game Design]
49. Don't Be Unresponsive [Planning & Game Design]
Mountain Climbing Is More Than Just Climbing [Game Essence]
50. Mountain Climbing Is More Than Just Climbing [Game Essence]
Posing Suggestions [Animation]
51. Posing Suggestions [Animation]
Voice Recording [Audio]
52. Voice Recording [Audio]
Super Smash Bros. Brawl [Game Concepts]
53. Super Smash Bros. Brawl [Game Concepts]
Don't Rely on a "Plan B" [Work Ethic]
54. Don't Rely on a "Plan B" [Work Ethic]
Canceled Games [Grab Bag]
55. Canceled Games [Grab Bag]
Menus Define Your World [UI]
56. Menus Define Your World [UI]
Branching Tastes [Work Ethic]
57. Branching Tastes [Work Ethic]
Game Writing is Unique [Planning & Game Design]
58. Game Writing is Unique [Planning & Game Design]
Explain Ideas to Everyone at Once [Team Management]
59. Explain Ideas to Everyone at Once [Team Management]
The Basics of Pixel Art [Graphics]
60. The Basics of Pixel Art [Graphics]
â™Ș PRESS START [Grab Bag]
61. â™Ș PRESS START [Grab Bag]
Make Retries Quick [Game Essence]
62. Make Retries Quick [Game Essence]
Family BASIC [Programming & Tech]
63. Family BASIC [Programming & Tech]
Maps Are Game Screens, Too [Design Specifics]
64. Maps Are Game Screens, Too [Design Specifics]
The Fun in Picking Sides [Planning & Game Design]
65. The Fun in Picking Sides [Planning & Game Design]
Squashing and Scaling [Animation]
66. Squashing and Scaling [Animation]
Game Demos [Marketing]
67. Game Demos [Marketing]
Daily Report Suggestions [Team Management]
68. Daily Report Suggestions [Team Management]
Games During My Childhood [Grab Bag]
69. Games During My Childhood [Grab Bag]
Kid Icarus: Uprising [Game Concepts]
70. Kid Icarus: Uprising [Game Concepts]
Broad Input, Broad Output [Work Ethic]
71. Broad Input, Broad Output [Work Ethic]
Arranging Music [Audio]
72. Arranging Music [Audio]
Is Your Game Appealing Enough to Start Over? [Game Essence]
73. Is Your Game Appealing Enough to Start Over? [Game Essence]
Motion Sickness in 3D Games [Planning & Game Design]
74. Motion Sickness in 3D Games [Planning & Game Design]
Unifying Visual Style [Graphics]
75. Unifying Visual Style [Graphics]
Hit Marks [Effects]
76. Hit Marks [Effects]
The Team Behind Super Smash Bros. Brawl [Grab Bag]
77. The Team Behind Super Smash Bros. Brawl [Grab Bag]
Color-Coding Your Game [UI]
78. Color-Coding Your Game [UI]
Game Essence in Shooting Games [Game Essence]
79. Game Essence in Shooting Games [Game Essence]
Super Smash Bros. for 3DS / Wii U [Game Concepts]
80. Super Smash Bros. for 3DS / Wii U [Game Concepts]
Bug Testing Never Ends [Team Management]
81. Bug Testing Never Ends [Team Management]
Staying Organized with Hierarchical Outlines [Planning & Game Design]
82. Staying Organized with Hierarchical Outlines [Planning & Game Design]
A Fight Between Live Action and Animation [Graphics]
83. A Fight Between Live Action and Animation [Graphics]
Guidelines [Grab Bag]
84. Guidelines [Grab Bag]
Masahiro Sakurai on Creating Games Introduction Video
85. Masahiro Sakurai on Creating Games Introduction Video
Unexpected Results [Design Specifics]
86. Unexpected Results [Design Specifics]
Damage Animations [Animation]
87. Damage Animations [Animation]
Official Websites [Marketing]
88. Official Websites [Marketing]
Keep Your Internal Pressure High [Work Ethic]
89. Keep Your Internal Pressure High [Work Ethic]
Knockback in Super Smash Bros. [Programming & Tech]
90. Knockback in Super Smash Bros. [Programming & Tech]
The Original Piece is Always Right [Audio]
91. The Original Piece is Always Right [Audio]
Make Important Elements Bigger [UI]
92. Make Important Elements Bigger [UI]
More Game Essence Means Less Broad Appeal [Game Essence]
93. More Game Essence Means Less Broad Appeal [Game Essence]
Show and Tell: Some Rare Belongings [Grab Bag]
94. Show and Tell: Some Rare Belongings [Grab Bag]
The Perils of Interpolation [Animation]
95. The Perils of Interpolation [Animation]
Planning Your Game’s Rewards [Planning & Game Design]
96. Planning Your Game’s Rewards [Planning & Game Design]
Do Graphics Impact Fun? [Graphics]
97. Do Graphics Impact Fun? [Graphics]
Billboards [Effects]
98. Billboards [Effects]
Flick Input [Design Specifics]
99. Flick Input [Design Specifics]
Special Crossover! #1 [Special]
100. Special Crossover! #1 [Special]
Special Crossover! #2 [Special]
101. Special Crossover! #2 [Special]
Special Crossover! #3 [Special]
102. Special Crossover! #3 [Special]
The Majority Shouldn't Always Rule [Work Ethic]
103. The Majority Shouldn't Always Rule [Work Ethic]
The Shoryuken Command [Game Essence]
104. The Shoryuken Command [Game Essence]
Super Smash Bros. Ultimate [Game Concepts]
105. Super Smash Bros. Ultimate [Game Concepts]
Avoiding Comparison [Planning & Game Design]
106. Avoiding Comparison [Planning & Game Design]
Making Games as Part of a Company [Team Management]
107. Making Games as Part of a Company [Team Management]
Fighter Reveal Videos [Marketing]
108. Fighter Reveal Videos [Marketing]
Making Sequels [Planning & Game Design]
109. Making Sequels [Planning & Game Design]
Odds and Ends of Supervising [Graphics]
110. Odds and Ends of Supervising [Graphics]
Facial Animations [Animation]
111. Facial Animations [Animation]
Strong Attack, Light Reverb [Audio]
112. Strong Attack, Light Reverb [Audio]
Game & Watch Designs [Grab Bag]
113. Game & Watch Designs [Grab Bag]
I Want to Choose Fast! [UI]
114. I Want to Choose Fast! [UI]
The Pros and Cons of Leaderboards [Game Essence]
115. The Pros and Cons of Leaderboards [Game Essence]
The Power of Suggestion [Work Ethic]
116. The Power of Suggestion [Work Ethic]
How Multiple People Work on One File [Programming & Tech]
117. How Multiple People Work on One File [Programming & Tech]
Teaching Players How to Play [Design Specifics]
118. Teaching Players How to Play [Design Specifics]
Making Things Look Miniature [Graphics]
119. Making Things Look Miniature [Graphics]
It’s Easier If They Already Know [Planning & Game Design]
120. It’s Easier If They Already Know [Planning & Game Design]
Creators Change, Too [Grab Bag]
121. Creators Change, Too [Grab Bag]
Finish Everything Within the Day [Team Management]
122. Finish Everything Within the Day [Team Management]


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