101. | Motion Sickness in 3D Games [Planning & Game Design] | 3:27 | |
|
102. | Game Awards [Grab Bag] | 3:27 | |
|
103. | Marketing is Multiplicative [Marketing] | 3:27 | | Super Smash Bros. Ultimate
|
104. | Flash, Blast, and Smoke [Effects] | 3:26 | | Super Smash Bros. Ultimate
|
105. | Sora Ltd. [Grab Bag] | 3:23 | |
|
106. | Competition and Abundance [Work Ethic] | 3:22 | | Super Smash Bros. Ultimate
|
107. | Paint an Accurate Picture of Your Game [Marketing] | 3:20 | | Super Smash Bros.
|
108. | Sharing Info Within a Team [Team Management] | 3:20 | | Super Smash Bros. Ultimate
|
109. | Button Settings [UI] | 3:20 | |
|
110. | Clarity vs. Style [UI] | 3:20 | |
|
111. | Do We Really Need Enemies? [Game Essence] | 3:18 | | Super Smash Bros. Ultimate
|
112. | Knockback in Super Smash Bros. [Programming & Tech] | 3:18 | | Super Smash Bros.
|
113. | Using Tickets to Manage Tasks [Programming & Tech] | 3:18 | |
|
114. | Supervising Art Through Retouches [Graphics] | 3:17 | |
|
115. | The Pros and Cons of Leaderboards [Game Essence] | 3:15 | |
|
116. | Canceled Games [Grab Bag] | 3:15 | | Super Smash Bros. Ultimate
|
117. | It’s Easier If They Already Know [Planning & Game Design] | 3:12 | |
|
118. | The Limitations of Skeletons [Animation] | 3:12 | |
|
119. | A Small Window Into the World [Planning & Game Design] | 3:10 | | Super Smash Bros. Ultimate
|
120. | Posing Suggestions [Animation] | 3:09 | | Super Smash Bros. Ultimate
|
121. | Echo Chambers [Work Ethic] | 3:08 | |
|
122. | Say No to Slow! [Design Specifics] | 3:07 | | Super Smash Bros. Ultimate
|
123. | Avoiding Comparison [Planning & Game Design] | 3:05 | |
|
124. | Units of Speed [Design Specifics] | 3:04 | | Super Smash Bros. Ultimate
|
125. | Game Music and Ambient Sounds [Audio] | 3:04 | | Super Smash Bros. Ultimate
|
126. | Manga-like Visuals [Graphics] | 3:04 | |
|
127. | Animation Blending [Animation] | 3:04 | |
|
128. | Finish Everything Within the Day [Team Management] | 3:03 | |
|
129. | Giving Feedback for Sound Effects [Audio] | 3:02 | |
|
130. | Attack Poses [Animation] | 3:01 | | Super Smash Bros. Ultimate
|
131. | Guidelines [Grab Bag] | 3:01 | Guide | Tetris
|
132. | In-Game Cutscenes [Planning & Game Design] | 3:01 | |
|
133. | Flipped Animation [Animation] | 3:00 | |
|
134. | Text Size [UI] | 3:00 | | Super Smash Bros. Ultimate
|
135. | Strong Attack, Light Reverb [Audio] | 3:00 | | Super Smash Bros. Ultimate
|
136. | Competing with the Past [Grab Bag] | 2:59 | | Super Smash Bros. for Wii U
|
137. | The Basics of Pixel Art [Graphics] | 2:58 | |
|
138. | Making Tutorials Feel Natural [Planning & Game Design] | 2:58 | Tutorial | Super Smash Bros. Ultimate
|
139. | Advancing Text [UI] | 2:58 | |
|
140. | Game Essence in Action Games [Game Essence] | 2:57 | | Super Mario Bros.
|
141. | Using Other Songs for Audio Reference [Audio] | 2:57 | |
|
142. | Exercise While You Game! [Grab Bag] | 2:57 | |
|
143. | Staying True to Your Concept [Work Ethic] | 2:57 | |
|
144. | Too Much is Just Right [Animation] | 2:57 | | Super Smash Bros.
|
145. | Make Retries Quick [Game Essence] | 2:56 | | Super Smash Bros. Ultimate
|
146. | Game Essence in Strategy Games [Game Essence] | 2:54 | |
|
147. | A World with Less Color [Planning & Game Design] | 2:54 | |
|
148. | Don't Anchor Your Center Point [Design Specifics] | 2:51 | | Super Smash Bros. Ultimate
|
149. | Squashing and Scaling [Animation] | 2:50 | |
|
150. | Let Players Cheat the System [Game Essence] | 2:49 | | Super Smash Bros. Ultimate
|
151. | Start with the Climax [Planning & Game Design] | 2:48 | |
|
152. | Game Essence in Falling-Block Puzzle Games [Game Essence] | 2:48 | | Meteos
|
153. | I Want to Choose Fast! [UI] | 2:48 | | Super Smash Bros. Melee
|
154. | Games and Eye Strain [Grab Bag] | 2:47 | |
|
155. | Say It, and It Might Come True [Work Ethic] | 2:47 | |
|
156. | Audio as Fiction and Non-Fiction [Audio] | 2:47 | | Minecraft
|
157. | Ten People Can Produce Seven People's Work [Team Management] | 2:47 | |
|
158. | Better Than Not Being Able to Beat the Game [Game Essence] | 2:46 | |
|
159. | Distinguishing Between Major and Minor Elements [Graphics] | 2:46 | | Super Smash Bros. Ultimate
|
160. | Unifying Visual Style [Graphics] | 2:45 | | Super Smash Bros. Ultimate
|
161. | Just Let Them Play! [Planning & Game Design] | 2:45 | | Super Smash Bros. Ultimate
|
162. | When Ideas Won't Come [Work Ethic] | 2:44 | |
|
163. | A World Without Footprints [Grab Bag] | 2:43 | |
|
164. | Listen in Various Environments [Audio] | 2:43 | | Super Smash Bros. Ultimate
|
165. | Writing Game Proposals [Work Ethic] | 2:43 | | Super Smash Bros. Ultimate
|
166. | Keep Your Internal Pressure High [Work Ethic] | 2:43 | |
|
167. | Consider Rewards First [Game Essence] | 2:43 | | Pikmin
|
168. | Debug Mode [Programming & Tech] | 2:42 | |
|
169. | Game Essence in Shooting Games [Game Essence] | 2:42 | |
|
170. | Team Digital or Team Physical? [Grab Bag] | 2:41 | |
|
171. | Always Keep Attack Collision in Mind [Animation] | 2:41 | |
|
172. | The Majority Shouldn't Always Rule [Work Ethic] | 2:40 | |
|
173. | How Good Were the Player’s Actions? [Game Essence] | 2:40 | |
|
174. | Squeeze and Release [Game Essence] | 2:40 | | Super Smash Bros. Ultimate
|
175. | Emphasizing Text [UI] | 2:39 | |
|
176. | How Multiple People Work on One File [Programming & Tech] | 2:39 | |
|
177. | Mountain Climbing Is More Than Just Climbing [Game Essence] | 2:39 | | Super Smash Bros. Ultimate
|
178. | Playing Games in Front of Other People [Marketing] | 2:38 | |
|
179. | Prep Your Proposals Hot and Fast [Work Ethic] | 2:37 | | Super Smash Bros. Ultimate
|
180. | Game Essence in Role-Playing Games [Game Essence] | 2:37 | |
|
181. | Don't Be Unresponsive [Planning & Game Design] | 2:37 | | Super Smash Bros. Ultimate
|
182. | Make the Tempo Match the Game [Audio] | 2:36 | | Super Smash Bros. Ultimate
|
183. | Praise the Player! [Planning & Game Design] | 2:35 | | Super Smash Bros. Ultimate
|
184. | Mastering Up [Grab Bag] | 2:34 | |
|
185. | Falling Sells the Feeling of Flight [Game Essence] | 2:33 | |
|
186. | The Power of Suggestion [Work Ethic] | 2:32 | |
|
187. | Make It "Pop" [Effects] | 2:32 | |
|
188. | The Fun in Picking Sides [Planning & Game Design] | 2:31 | | Super Smash Bros. for Wii U
|
189. | Adding Help Text to Menus [UI] | 2:31 | |
|
190. | Making the Imaginary Feel Real [Graphics] | 2:31 | |
|
191. | Directors Need to Be Unique [Work Ethic] | 2:30 | | Super Smash Bros. Ultimate
|
192. | Behavior at Ledges [Design Specifics] | 2:30 | | Super Smash Bros. Ultimate
|
193. | Don’t Put Decisions Off [Team Management] | 2:30 | |
|
194. | Final Output [Graphics] | 2:30 | |
|
195. | Exaggerate to Make Up for Information Loss [Animation] | 2:29 | |
|
196. | Motion Blur [Graphics] | 2:29 | |
|
197. | Show the Actual Game! [Marketing] | 2:29 | |
|
198. | Dying Comes as a Relief? [Game Essence] | 2:28 | | Super Smash Bros. Ultimate
|
199. | My Feline Friend, Fukurashi [Grab Bag] | 2:28 | |
|
200. | Loading Screens [UI] | 2:27 | | Dx2 Shin Megami Tensei: Liberation
|