201. | Maps Are Game Screens, Too [Design Specifics] | 2:27 | | The Legend of Zelda: Breath of the Wild
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202. | Making Lead-ins Instant and Impactful [Animation] | 2:27 | | Super Smash Bros. Ultimate
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203. | Dealing With Color Disparity [Graphics] | 2:27 | |
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204. | Creators Change, Too [Grab Bag] | 2:27 | |
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205. | Flick Input [Design Specifics] | 2:27 | |
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206. | Loading Screens [UI] | 2:27 | | Dx2 Shin Megami Tensei: Liberation
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207. | Making Things Look Miniature [Graphics] | 2:27 | |
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208. | Staying Organized with Hierarchical Outlines [Planning & Game Design] | 2:25 | |
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209. | Giving "Weight" to Buttons [Design Specifics] | 2:24 | | Super Smash Bros. Ultimate
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210. | The Potential of One Button [Planning & Game Design] | 2:24 | | Super Smash Bros. Ultimate
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211. | Try Telling That to the Player [Work Ethic] | 2:24 | |
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212. | Broad Input, Broad Output [Work Ethic] | 2:22 | | Super Smash Bros. Ultimate
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213. | Let Them Skip, Let Them Pause [UI] | 2:21 | |
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214. | Facial Animations [Animation] | 2:21 | | Super Smash Bros. Ultimate
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215. | Transparency Features [Programming & Tech] | 2:19 | |
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216. | Teaching Players How to Play [Design Specifics] | 2:18 | |
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217. | Keeping Rewards in Sight [Planning & Game Design] | 2:18 | |
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218. | Turning Gift-Giving Into a Game [Grab Bag] | 2:12 | |
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219. | Let Your Characters Shine [Effects] | 2:11 | | Super Smash Bros. Ultimate
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220. | Portraying Fingers [Animation] | 2:10 | |
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221. | Crafting “Similar” Games [Planning & Game Design] | 2:08 | |
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222. | Billboards [Effects] | 2:08 | |
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223. | Mandatory Strategies and Strategic Balance [Game Essence] | 2:08 | |
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224. | Don't Rely on a "Plan B" [Work Ethic] | 2:04 | |
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225. | Making Effects the Right Size [Effects] | 2:04 | |
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226. | Just Do It Already! [Work Ethic] | 2:01 | | Super Smash Bros. Ultimate
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227. | Menus Define Your World [UI] | 2:01 | |
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228. | Balancing Ambient Sounds [Audio] | 2:00 | |
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229. | Presentations Are All About Speed! [Work Ethic] | 1:09 | |
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230. | Masahiro Sakurai on Creating Games Introduction Video | 0:35 | | Super Smash Bros. Ultimate
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231. | The Price of Games [Grab Bag] | 0:00 | |
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232. | Masahiro Sakurai's Creative Works | 0:00 | |
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233. | Emphasize Objects with Collision [Graphics] | 0:00 | |
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234. | About This Channel | 0:00 | |
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235. | CRT Displays [Grab Bag] | 0:00 | |
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236. | G: Animation 1 (Category Compilation) #01~#09 | 0:00 | |
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237. | J: UI 2 (Category Compilation) #09~#15 | 0:00 | |
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238. | M: Grab Bag 4 (Category Compilation) #18~#24 | 0:00 | | Super Smash Bros. Brawl
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239. | E: Team Management 2 (Category Compilation) #08~#15 | 0:00 | |
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240. | I: Audio 1 (Category Compilation) #01~#07 | 0:00 | |
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241. | M: Grab Bag 2 (Category Compilation) #10~#14 | 0:00 | |
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242. | Turning Anything Into a Competitive Game [Grab Bag] | 0:00 | |
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243. | A: Work Ethic 3 (Category Compilation) #21~#23 | 0:00 | |
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244. | N: Game Concepts 2 (Category Compilation) #06~#09 | 0:00 | | N
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245. | Being Kind to Beginners [Planning & Game Design] | 0:00 | |
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246. | K: Programming & Tech 1 (Category Compilation) #01~#05 | 0:00 | |
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247. | M: Grab Bag 6 (Category Compilation) #29~#31 | 0:00 | |
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248. | What Happens When You Shift the Center of Gravity? [Design Specifics] | 0:00 | |
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249. | I: Audio 2 (Category Compilation) #08~#14 | 0:00 | |
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250. | C: Planning & Game Design 4 (Category Compilation) #27~#30 | 0:00 | |
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251. | K: Programming & Tech 2 (Category Compilation) #06~#09 | 0:00 | | Super Smash Bros. Brawl
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252. | The Limitations of Particle Effects [Effects] | 0:00 | |
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253. | Amplify Both Strengths and Weaknesses [Game Essence] | 0:00 | |
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254. | H: Effects 2 (Category Compilation) #07~#11 | 0:00 | |
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255. | D: Design Specifics 2 (Category Compilation) #09~#18 | 0:00 | |
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256. | Speedy Screen Transitions [Design Specifics] | 0:00 | |
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257. | M: Grab Bag 3 (Category Compilation) #15~#17 | 0:00 | |
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258. | L: Marketing 2 (Category Compilation) #08~#09 | 0:00 | |
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259. | Odds and Ends of Supervising: Sora Edition [Graphics] | 0:00 | |
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260. | A: Work Ethic 2 (Category Compilation) #11~#20 | 0:00 | |
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261. | Never Get Into Fights [Work Ethic] | 0:00 | |
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262. | G: Animation 2 (Category Compilation) #10~#18 | 0:00 | |
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263. | Up is Down, and Down is Up [Work Ethic] | 0:00 | |
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264. | HUDs [UI] | 0:00 | |
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265. | M: Grab Bag 5 (Category Compilation) #25~#28 | 0:00 | |
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266. | F: Graphics 3 (Category Compilation) #14~#20 | 0:00 | |
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267. | L: Marketing 1 (Category Compilation) #01~#07 | 0:00 | |
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268. | Give Yourself a Handicap When Balancing Your Game [Game Essence] | 0:00 | |
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269. | Rotation on Two Axes [Animation] | 0:00 | |
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270. | B: Game Essence 3 (Category Compilation) #16~#23 | 0:00 | |
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271. | A Director’s Job is to Trim [Team Management] | 0:00 | |
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272. | Mr. Iwata [Grab Bag] | 0:00 | |
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273. | Establishing Characters Through Their Design [Graphics] | 0:00 | |
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274. | Famicom and NES Audio [Audio] | 0:00 | | Silver Surfer
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275. | N: Game Concepts 3 (Category Compilation) #10~#12 | 0:00 | | Super Smash Bros. Ultimate
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276. | H: Effects 1 (Category Compilation) #01~#06 | 0:00 | |
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277. | N: Game Concepts 1 (Category Compilation) #01~#05 | 0:00 | | N
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278. | C: Planning & Game Design 3 (Category Compilation) #19~#26 | 0:00 | |
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279. | B: Game Essence 4 (Category Compilation) #24~#29 | 0:00 | |
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280. | Be Mindful of the Time Players are Giving You [Planning & Game Design] | 0:00 | |
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281. | Smash Bros. DOJO!! [Marketing] | 0:00 | | Super Smash Bros. Brawl
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282. | C: Planning & Game Design 2 (Category Compilation) #10~#18 | 0:00 | |
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283. | B: Game Essence 2 (Category Compilation) #07~#15 | 0:00 | |
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284. | No Masterpiece Has Bad Audio [Audio] | 0:00 | |
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285. | J: UI 1 (Category Compilation) #01~#08 | 0:00 | |
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286. | F: Graphics 2 (Category Compilation) #07~#13 | 0:00 | |
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287. | Making Things Clear, Even Without Words [UI] | 0:00 | |
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288. | M: Grab Bag 1 (Category Compilation) #01~#09 | 0:00 | |
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289. | Elementary School Play Testers [Team Management] | 0:00 | |
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