Masahiro Sakurai on Creating Games

Masahiro Sakurai on Creating Games

Views:
18,794,633
Subscribers:
653,000
Videos:
289
Duration:
17:56:53
Japan
Japan

Masahiro Sakurai on Creating Games is a Japanese YouTube channel which has roughly 653 thousand subscribers, publishing 289 videos which altogether total approximately 18.79 million views.

Created on ● Channel Link: https://www.youtube.com/channel/UCv1DvRY5PyHHt3KN9ghunuw





Top 100 Videos With The Most Comments by Masahiro Sakurai on Creating Games


Video TitleCommentsCategoryGame
1.Stop for Big Moments! [Design Specifics]2,692Super Smash Bros. Ultimate
2.My Feline Friend, Fukurashi [Grab Bag]2,301
3.Frame Rates [Planning & Game Design]2,261Super Smash Bros. for Wii U
4.Team Digital or Team Physical? [Grab Bag]1,946
5.Kirby's Dream Land [Game Concepts]1,889Kirby's Dream Land
6.Down with Lag! [Grab Bag]1,764Super Smash Bros. Ultimate
7.Super Smash Bros. [Game Concepts]1,544Super Smash Bros.
8.Kid Icarus: Uprising [Game Concepts]1,331Kid Icarus: Uprising
9.Just Let Them Play! [Planning & Game Design]1,303Super Smash Bros. Ultimate
10.Risk and Reward [Game Essence]1,290Super Mario Bros.
11.Presentations Are All About Speed! [Work Ethic]1,263
12.Game Development Isn't a Game [Work Ethic]1,159
13.That Was Then, This Is Now [Grab Bag]1,101Super Smash Bros. Ultimate
14.The Fiend's Cauldron [Game Essence]1,065Kid Icarus: Uprising
15.Super Smash Bros. Ultimate [Game Concepts]1,000Super Smash Bros. Ultimate
16.Exercise While You Game! [Grab Bag]958
17.Super Smash Bros. Brawl [Game Concepts]923Super Smash Bros. Brawl
18.Kirby's Adventure [Game Concepts]914Kirby's Adventure
19.Kirby Air Ride [Game Concepts]890Kirby Air Ride
20.Let Players Cheat the System [Game Essence]886Super Smash Bros. Ultimate
21.The Team Behind Super Smash Bros. Brawl [Grab Bag]882Super Smash Bros. Brawl
22.Super Smash Bros. Melee [Game Concepts]865Super Smash Bros. Melee
23.Kirby Super Star [Game Concepts]860Kirby Super Star
24.Fun Beyond Game Essence [Game Essence]855
25.Clarity vs. Style [UI]791
26.Assigning Animations [Animation]772Super Smash Bros. Ultimate
27.Just Do It Already! [Work Ethic]758Super Smash Bros. Ultimate
28.Squeeze and Release [Game Essence]755Super Smash Bros. Ultimate
29.Storage Tips [Grab Bag]703
30.Try Telling That to the Player [Work Ethic]676
31.Modern Quality of Life Features [UI]646The Last of Us Part I
32.Game Essence in Role-Playing Games [Game Essence]644
33.Game Awards [Grab Bag]617
34.Name Files Logically [Programming & Tech]594Super Smash Bros. Ultimate
35.Game Music and Ambient Sounds [Audio]585Super Smash Bros. Ultimate
36.Super Smash Bros. for 3DS / Wii U [Game Concepts]575Super Smash Bros. for Wii U
37.Sora Ltd. [Grab Bag]566
38.The Shoryuken Command [Game Essence]551
39.Too Much is Just Right [Animation]539Super Smash Bros.
40.Fighter Reveal Videos [Marketing]538Super Smash Bros. Ultimate
41.Faithfulness Comes First in Licensed Games [Game Essence]535
42.The Family Computer (and the NES) [Grab Bag]531Super Mario Bros.
43.Let Them Skip, Let Them Pause [UI]530
44.Canceled Games [Grab Bag]528Super Smash Bros. Ultimate
45.Game Writing is Unique [Planning & Game Design]526Kid Icarus
46.Development Secrets of the Original Kirby [Grab Bag]524Kirby's Dream Land
47.Meteos [Game Concepts]515Meteos
48.Jump Physics [Design Specifics]488Super Mario Bros.
49.Say No to Slow! [Design Specifics]478Super Smash Bros. Ultimate
50.Draw the Light, Not the Asset [Graphics]476
51.Making a Living Making Games [Planning & Game Design]470
52.Keeping Rewards in Sight [Planning & Game Design]463
53.Good Errands and Bad Errands [Planning & Game Design]461
54.Sora's Work-From-Home Strategies [Grab Bag]451
55.The Potential of One Button [Planning & Game Design]450Super Smash Bros. Ultimate
56.No Masterpiece Has Bad Audio [Audio]447
57.Loading Screens [UI]436Dx2 Shin Megami Tensei: Liberation
58.Avoiding Comparison [Planning & Game Design]435
59.โ™ช PRESS START [Grab Bag]434
60.Don't Anchor Your Center Point [Design Specifics]430Super Smash Bros. Ultimate
61.Do We Really Need Enemies? [Game Essence]428Super Smash Bros. Ultimate
62.Text Size [UI]417Super Smash Bros. Ultimate
63.Make the Tempo Match the Game [Audio]411Super Smash Bros. Ultimate
64.Games During My Childhood [Grab Bag]408
65.Paint an Accurate Picture of Your Game [Marketing]401Super Smash Bros.
66.A World Without Footprints [Grab Bag]399
67.Giving "Weight" to Buttons [Design Specifics]391Super Smash Bros. Ultimate
68.An Up-Close Look at Smash Bros. Stages [Graphics]389Super Smash Bros. Ultimate
69.Family BASIC [Programming & Tech]386Family BASIC
70.Bug Testing Never Ends [Team Management]383Super Smash Bros. Ultimate
71.Making Your Game Easy to Tune [Programming & Tech]381Super Smash Bros. Ultimate
72.The Majority Shouldn't Always Rule [Work Ethic]374
73.Games and Eye Strain [Grab Bag]373
74.Make Retries Quick [Game Essence]368Super Smash Bros. Ultimate
75.You'll Forget the Hardship, But the Game Will Endure! [Work Ethic]367Super Smash Bros. Ultimate
76.Strike a Balance with Sound Effects [Audio]358Super Smash Bros. for Wii U
77.Sodatete! Kouchuu Ouja Mushiking [Game Concepts]356
78.CRT Displays [Grab Bag]355
79.Learn to Count Frames! [Planning & Game Design]349Super Smash Bros. for Wii U
80.In-Game Cutscenes [Planning & Game Design]347
81.Better Than Not Being Able to Beat the Game [Game Essence]346
82.Make It "Pop" [Effects]345
83.Do Competitive Games Have to Be Complex? [Game Essence]341Super Smash Bros. Ultimate
84.Advancing Text [UI]340
85.A Fight Between Live Action and Animation [Graphics]335Bomb Rush Cyberfunk
86.Average and Mediocre Are the Same Thing [Design Specifics]333
87.Show the Actual Game! [Marketing]332
88.The Original Piece is Always Right [Audio]324Psycho Soldier
89.Breaking Down Attack Animations [Animation]319Super Smash Bros. Ultimate
90.Jobs in Game Development [Team Management]317Super Smash Bros. Ultimate
91.I Want to Choose Fast! [UI]317Super Smash Bros. Melee
92.Deconstruct, Analyze, and Rebuild [Planning & Game Design]311Rebuild
93.Competing with the Past [Grab Bag]307Super Smash Bros. for Wii U
94.Motion Sickness in 3D Games [Planning & Game Design]307
95.The Basics of Pixel Art [Graphics]307
96.Dying Comes as a Relief? [Game Essence]295Super Smash Bros. Ultimate
97.Being Kind to Beginners [Planning & Game Design]293
98.Smash Bros. DOJO!! [Marketing]292Super Smash Bros. Brawl
99.Be Mindful of the Time Players are Giving You [Planning & Game Design]290
100.Keep Your Internal Pressure High [Work Ethic]290