1. | An Up-Close Look at Smash Bros. Stages [Graphics] | 17:36 | | Super Smash Bros. Ultimate
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2. | Super Smash Bros. Ultimate [Game Concepts] | 12:23 | | Super Smash Bros. Ultimate
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3. | Visual Effects in Slow Motion [Effects] | 11:34 | | Super Smash Bros. Ultimate
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4. | Jobs in Game Development [Team Management] | 7:05 | | Super Smash Bros. Ultimate
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5. | Fighter Reveal Videos [Marketing] | 6:38 | | Super Smash Bros. Ultimate
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6. | Eight Hit Stop Techniques [Design Specifics] | 5:32 | | Super Smash Bros. Ultimate
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7. | Down with Lag! [Grab Bag] | 5:16 | | Super Smash Bros. Ultimate
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8. | Official Websites [Marketing] | 4:54 | | Super Smash Bros. Ultimate
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9. | Name Files Logically [Programming & Tech] | 4:52 | | Super Smash Bros. Ultimate
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10. | Voice Recording [Audio] | 4:50 | | Super Smash Bros. Ultimate
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11. | Hit Marks [Effects] | 4:50 | | Super Smash Bros. Ultimate
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12. | Assigning Animations [Animation] | 4:39 | | Super Smash Bros. Ultimate
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13. | Bug Testing Never Ends [Team Management] | 4:27 | | Super Smash Bros. Ultimate
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14. | Arranging Music [Audio] | 4:24 | | Super Smash Bros. Ultimate
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15. | Daily Report Suggestions [Team Management] | 4:23 | | Super Smash Bros. Ultimate
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16. | Stop for Big Moments! [Design Specifics] | 4:19 | | Super Smash Bros. Ultimate
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17. | Damage Animations [Animation] | 4:11 | | Super Smash Bros. Ultimate
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18. | Do Competitive Games Have to Be Complex? [Game Essence] | 4:02 | | Super Smash Bros. Ultimate
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19. | Making Your Game Easy to Tune [Programming & Tech] | 4:00 | | Super Smash Bros. Ultimate
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20. | Screen Shake [Effects] | 3:40 | | Super Smash Bros. Ultimate
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21. | Breaking Down Attack Animations [Animation] | 3:35 | | Super Smash Bros. Ultimate
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22. | That Was Then, This Is Now [Grab Bag] | 3:29 | | Super Smash Bros. Ultimate
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23. | You'll Forget the Hardship, But the Game Will Endure! [Work Ethic] | 3:28 | | Super Smash Bros. Ultimate
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24. | Marketing is Multiplicative [Marketing] | 3:27 | | Super Smash Bros. Ultimate
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25. | Flash, Blast, and Smoke [Effects] | 3:26 | | Super Smash Bros. Ultimate
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26. | Competition and Abundance [Work Ethic] | 3:22 | | Super Smash Bros. Ultimate
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27. | Sharing Info Within a Team [Team Management] | 3:20 | | Super Smash Bros. Ultimate
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28. | Do We Really Need Enemies? [Game Essence] | 3:18 | | Super Smash Bros. Ultimate
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29. | Canceled Games [Grab Bag] | 3:15 | | Super Smash Bros. Ultimate
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30. | A Small Window Into the World [Planning & Game Design] | 3:10 | | Super Smash Bros. Ultimate
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31. | Posing Suggestions [Animation] | 3:09 | | Super Smash Bros. Ultimate
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32. | Say No to Slow! [Design Specifics] | 3:07 | | Super Smash Bros. Ultimate
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33. | Game Music and Ambient Sounds [Audio] | 3:04 | | Super Smash Bros. Ultimate
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34. | Units of Speed [Design Specifics] | 3:04 | | Super Smash Bros. Ultimate
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35. | Attack Poses [Animation] | 3:01 | | Super Smash Bros. Ultimate
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36. | Text Size [UI] | 3:00 | | Super Smash Bros. Ultimate
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37. | Strong Attack, Light Reverb [Audio] | 3:00 | | Super Smash Bros. Ultimate
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38. | Making Tutorials Feel Natural [Planning & Game Design] | 2:58 | Tutorial | Super Smash Bros. Ultimate
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39. | Make Retries Quick [Game Essence] | 2:56 | | Super Smash Bros. Ultimate
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40. | Don't Anchor Your Center Point [Design Specifics] | 2:51 | | Super Smash Bros. Ultimate
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41. | Let Players Cheat the System [Game Essence] | 2:49 | | Super Smash Bros. Ultimate
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42. | Distinguishing Between Major and Minor Elements [Graphics] | 2:46 | | Super Smash Bros. Ultimate
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43. | Just Let Them Play! [Planning & Game Design] | 2:45 | | Super Smash Bros. Ultimate
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44. | Unifying Visual Style [Graphics] | 2:45 | | Super Smash Bros. Ultimate
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45. | Listen in Various Environments [Audio] | 2:43 | | Super Smash Bros. Ultimate
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46. | Writing Game Proposals [Work Ethic] | 2:43 | | Super Smash Bros. Ultimate
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47. | Squeeze and Release [Game Essence] | 2:40 | | Super Smash Bros. Ultimate
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48. | Mountain Climbing Is More Than Just Climbing [Game Essence] | 2:39 | | Super Smash Bros. Ultimate
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49. | Don't Be Unresponsive [Planning & Game Design] | 2:37 | | Super Smash Bros. Ultimate
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50. | Prep Your Proposals Hot and Fast [Work Ethic] | 2:37 | | Super Smash Bros. Ultimate
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51. | Make the Tempo Match the Game [Audio] | 2:36 | | Super Smash Bros. Ultimate
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52. | Praise the Player! [Planning & Game Design] | 2:35 | | Super Smash Bros. Ultimate
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53. | Behavior at Ledges [Design Specifics] | 2:30 | | Super Smash Bros. Ultimate
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54. | Directors Need to Be Unique [Work Ethic] | 2:30 | | Super Smash Bros. Ultimate
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55. | Dying Comes as a Relief? [Game Essence] | 2:28 | | Super Smash Bros. Ultimate
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56. | Color-Coding Your Game [UI] | 2:27 | | Super Smash Bros. Ultimate
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57. | Making Lead-ins Instant and Impactful [Animation] | 2:27 | | Super Smash Bros. Ultimate
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58. | The Potential of One Button [Planning & Game Design] | 2:24 | | Super Smash Bros. Ultimate
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59. | Giving "Weight" to Buttons [Design Specifics] | 2:24 | | Super Smash Bros. Ultimate
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60. | Broad Input, Broad Output [Work Ethic] | 2:22 | | Super Smash Bros. Ultimate
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61. | Facial Animations [Animation] | 2:21 | | Super Smash Bros. Ultimate
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62. | Let Your Characters Shine [Effects] | 2:11 | | Super Smash Bros. Ultimate
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63. | Just Do It Already! [Work Ethic] | 2:01 | | Super Smash Bros. Ultimate
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64. | Masahiro Sakurai on Creating Games Introduction Video | 0:35 | | Super Smash Bros. Ultimate
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65. | N: Game Concepts 3 (Category Compilation) #10~#12 | 0:00 | | Super Smash Bros. Ultimate
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