1. | Stop for Big Moments! [Design Specifics] | 2,692 | | Super Smash Bros. Ultimate
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2. | Down with Lag! [Grab Bag] | 1,764 | | Super Smash Bros. Ultimate
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3. | Just Let Them Play! [Planning & Game Design] | 1,303 | | Super Smash Bros. Ultimate
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4. | That Was Then, This Is Now [Grab Bag] | 1,101 | | Super Smash Bros. Ultimate
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5. | Super Smash Bros. Ultimate [Game Concepts] | 1,000 | | Super Smash Bros. Ultimate
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6. | Let Players Cheat the System [Game Essence] | 886 | | Super Smash Bros. Ultimate
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7. | Assigning Animations [Animation] | 772 | | Super Smash Bros. Ultimate
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8. | Just Do It Already! [Work Ethic] | 758 | | Super Smash Bros. Ultimate
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9. | Squeeze and Release [Game Essence] | 755 | | Super Smash Bros. Ultimate
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10. | Name Files Logically [Programming & Tech] | 594 | | Super Smash Bros. Ultimate
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11. | Game Music and Ambient Sounds [Audio] | 585 | | Super Smash Bros. Ultimate
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12. | Fighter Reveal Videos [Marketing] | 538 | | Super Smash Bros. Ultimate
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13. | Canceled Games [Grab Bag] | 528 | | Super Smash Bros. Ultimate
|
14. | Say No to Slow! [Design Specifics] | 478 | | Super Smash Bros. Ultimate
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15. | The Potential of One Button [Planning & Game Design] | 450 | | Super Smash Bros. Ultimate
|
16. | Don't Anchor Your Center Point [Design Specifics] | 430 | | Super Smash Bros. Ultimate
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17. | Do We Really Need Enemies? [Game Essence] | 428 | | Super Smash Bros. Ultimate
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18. | Text Size [UI] | 417 | | Super Smash Bros. Ultimate
|
19. | Make the Tempo Match the Game [Audio] | 411 | | Super Smash Bros. Ultimate
|
20. | Giving "Weight" to Buttons [Design Specifics] | 391 | | Super Smash Bros. Ultimate
|
21. | An Up-Close Look at Smash Bros. Stages [Graphics] | 389 | | Super Smash Bros. Ultimate
|
22. | Bug Testing Never Ends [Team Management] | 383 | | Super Smash Bros. Ultimate
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23. | Making Your Game Easy to Tune [Programming & Tech] | 381 | | Super Smash Bros. Ultimate
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24. | Make Retries Quick [Game Essence] | 368 | | Super Smash Bros. Ultimate
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25. | You'll Forget the Hardship, But the Game Will Endure! [Work Ethic] | 367 | | Super Smash Bros. Ultimate
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26. | Do Competitive Games Have to Be Complex? [Game Essence] | 341 | | Super Smash Bros. Ultimate
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27. | Breaking Down Attack Animations [Animation] | 319 | | Super Smash Bros. Ultimate
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28. | Jobs in Game Development [Team Management] | 317 | | Super Smash Bros. Ultimate
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29. | Dying Comes as a Relief? [Game Essence] | 295 | | Super Smash Bros. Ultimate
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30. | Voice Recording [Audio] | 288 | | Super Smash Bros. Ultimate
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31. | Making Tutorials Feel Natural [Planning & Game Design] | 286 | Tutorial | Super Smash Bros. Ultimate
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32. | A Small Window Into the World [Planning & Game Design] | 285 | | Super Smash Bros. Ultimate
|
33. | Distinguishing Between Major and Minor Elements [Graphics] | 277 | | Super Smash Bros. Ultimate
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34. | Writing Game Proposals [Work Ethic] | 275 | | Super Smash Bros. Ultimate
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35. | Visual Effects in Slow Motion [Effects] | 274 | | Super Smash Bros. Ultimate
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36. | Eight Hit Stop Techniques [Design Specifics] | 273 | | Super Smash Bros. Ultimate
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37. | Praise the Player! [Planning & Game Design] | 266 | | Super Smash Bros. Ultimate
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38. | Attack Poses [Animation] | 258 | | Super Smash Bros. Ultimate
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39. | Don't Be Unresponsive [Planning & Game Design] | 256 | | Super Smash Bros. Ultimate
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40. | Arranging Music [Audio] | 250 | | Super Smash Bros. Ultimate
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41. | Directors Need to Be Unique [Work Ethic] | 245 | | Super Smash Bros. Ultimate
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42. | Facial Animations [Animation] | 243 | | Super Smash Bros. Ultimate
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43. | Listen in Various Environments [Audio] | 237 | | Super Smash Bros. Ultimate
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44. | Masahiro Sakurai on Creating Games Introduction Video | 233 | | Super Smash Bros. Ultimate
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45. | Let Your Characters Shine [Effects] | 226 | | Super Smash Bros. Ultimate
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46. | Marketing is Multiplicative [Marketing] | 218 | | Super Smash Bros. Ultimate
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47. | Behavior at Ledges [Design Specifics] | 208 | | Super Smash Bros. Ultimate
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48. | Units of Speed [Design Specifics] | 192 | | Super Smash Bros. Ultimate
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49. | Official Websites [Marketing] | 188 | | Super Smash Bros. Ultimate
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50. | Mountain Climbing Is More Than Just Climbing [Game Essence] | 187 | | Super Smash Bros. Ultimate
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51. | Sharing Info Within a Team [Team Management] | 185 | | Super Smash Bros. Ultimate
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52. | Damage Animations [Animation] | 184 | | Super Smash Bros. Ultimate
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53. | Flash, Blast, and Smoke [Effects] | 179 | | Super Smash Bros. Ultimate
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54. | Screen Shake [Effects] | 167 | | Super Smash Bros. Ultimate
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55. | Posing Suggestions [Animation] | 140 | | Super Smash Bros. Ultimate
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56. | Broad Input, Broad Output [Work Ethic] | 137 | | Super Smash Bros. Ultimate
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57. | Color-Coding Your Game [UI] | 136 | | Super Smash Bros. Ultimate
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58. | Prep Your Proposals Hot and Fast [Work Ethic] | 126 | | Super Smash Bros. Ultimate
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59. | Hit Marks [Effects] | 125 | | Super Smash Bros. Ultimate
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60. | Competition and Abundance [Work Ethic] | 122 | | Super Smash Bros. Ultimate
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61. | Daily Report Suggestions [Team Management] | 119 | | Super Smash Bros. Ultimate
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62. | Making Lead-ins Instant and Impactful [Animation] | 107 | | Super Smash Bros. Ultimate
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63. | Unifying Visual Style [Graphics] | 100 | | Super Smash Bros. Ultimate
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64. | Strong Attack, Light Reverb [Audio] | 94 | | Super Smash Bros. Ultimate
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65. | N: Game Concepts 3 (Category Compilation) #10~#12 | 0 | | Super Smash Bros. Ultimate
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