101. | Game Demos [Marketing] | 289 | |
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102. | Voice Recording [Audio] | 288 | | Super Smash Bros. Ultimate
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103. | Making Tutorials Feel Natural [Planning & Game Design] | 286 | Tutorial | Super Smash Bros. Ultimate
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104. | A Small Window Into the World [Planning & Game Design] | 285 | | Super Smash Bros. Ultimate
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105. | Don't Wait to Speak Your Mind [Team Management] | 284 | |
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106. | It’s Easier If They Already Know [Planning & Game Design] | 283 | |
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107. | Creators Change, Too [Grab Bag] | 283 | |
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108. | Distinguishing Between Major and Minor Elements [Graphics] | 277 | | Super Smash Bros. Ultimate
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109. | Guidelines [Grab Bag] | 277 | Guide | Tetris
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110. | Writing Game Proposals [Work Ethic] | 275 | | Super Smash Bros. Ultimate
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111. | Maps Are Game Screens, Too [Design Specifics] | 275 | | The Legend of Zelda: Breath of the Wild
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112. | Visual Effects in Slow Motion [Effects] | 274 | | Super Smash Bros. Ultimate
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113. | Eight Hit Stop Techniques [Design Specifics] | 273 | | Super Smash Bros. Ultimate
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114. | Start with the Climax [Planning & Game Design] | 272 | |
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115. | Praise the Player! [Planning & Game Design] | 266 | | Super Smash Bros. Ultimate
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116. | Odds and Ends of Supervising: Sora Edition [Graphics] | 263 | |
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117. | Making Sequels [Planning & Game Design] | 261 | |
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118. | Consider Rewards First [Game Essence] | 261 | | Pikmin
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119. | Attack Poses [Animation] | 258 | | Super Smash Bros. Ultimate
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120. | Don't Be Unresponsive [Planning & Game Design] | 256 | | Super Smash Bros. Ultimate
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121. | Echo Chambers [Work Ethic] | 255 | |
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122. | 1986: The Year of Legend [Grab Bag] | 250 | |
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123. | Arranging Music [Audio] | 250 | | Super Smash Bros. Ultimate
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124. | Falling Sells the Feeling of Flight [Game Essence] | 249 | |
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125. | Billboards [Effects] | 249 | |
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126. | Targeting and Market Research [Marketing] | 247 | |
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127. | Directors Need to Be Unique [Work Ethic] | 245 | | Super Smash Bros. Ultimate
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128. | Unexpected Results [Design Specifics] | 244 | |
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129. | Facial Animations [Animation] | 243 | | Super Smash Bros. Ultimate
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130. | Famicom and NES Audio [Audio] | 243 | | Silver Surfer
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131. | Is Your Game Appealing Enough to Start Over? [Game Essence] | 240 | | Dark Souls
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132. | Listen in Various Environments [Audio] | 237 | | Super Smash Bros. Ultimate
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133. | Say It, and It Might Come True [Work Ethic] | 236 | |
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134. | Randomness Spices Games Up [Design Specifics] | 236 | |
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135. | Using Other Songs for Audio Reference [Audio] | 235 | |
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136. | Put Parameters in Brackets [Programming & Tech] | 234 | |
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137. | Masahiro Sakurai on Creating Games Introduction Video | 233 | | Super Smash Bros. Ultimate
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138. | Game & Watch Designs [Grab Bag] | 232 | |
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139. | Button Settings [UI] | 230 | |
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140. | How Multiple People Work on One File [Programming & Tech] | 227 | |
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141. | Let Your Characters Shine [Effects] | 226 | | Super Smash Bros. Ultimate
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142. | Marketing is Multiplicative [Marketing] | 218 | | Super Smash Bros. Ultimate
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143. | Odds and Ends of Supervising [Graphics] | 216 | |
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144. | Mandatory Strategies and Strategic Balance [Game Essence] | 212 | |
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145. | How I Stuck With My Column [Work Ethic] | 209 | |
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146. | Behavior at Ledges [Design Specifics] | 208 | | Super Smash Bros. Ultimate
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147. | Manga-like Visuals [Graphics] | 207 | |
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148. | Dealing With Color Disparity [Graphics] | 203 | |
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149. | Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag] | 202 | |
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150. | Crafting “Similar” Games [Planning & Game Design] | 202 | |
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151. | Supervising Art Through Retouches [Graphics] | 195 | |
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152. | Menus Define Your World [UI] | 195 | |
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153. | Get the Sense of Scale Right [Graphics] | 195 | | Final Fantasy XV
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154. | The Fun in Picking Sides [Planning & Game Design] | 194 | | Super Smash Bros. for Wii U
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155. | Emphasizing Text [UI] | 193 | |
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156. | Units of Speed [Design Specifics] | 192 | | Super Smash Bros. Ultimate
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157. | Flipped Animation [Animation] | 190 | |
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158. | Official Websites [Marketing] | 188 | | Super Smash Bros. Ultimate
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159. | Making "Work" Games Fun [Game Essence] | 187 | |
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160. | Mountain Climbing Is More Than Just Climbing [Game Essence] | 187 | | Super Smash Bros. Ultimate
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161. | Ten People Can Produce Seven People's Work [Team Management] | 186 | |
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162. | Sharing Info Within a Team [Team Management] | 185 | | Super Smash Bros. Ultimate
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163. | Online Updates [Design Specifics] | 185 | |
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164. | Making Games as Part of a Company [Team Management] | 184 | |
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165. | Damage Animations [Animation] | 184 | | Super Smash Bros. Ultimate
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166. | Explain Ideas to Everyone at Once [Team Management] | 183 | |
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167. | Gameplay as Part of a Live Performance [Grab Bag] | 181 | |
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168. | Flash, Blast, and Smoke [Effects] | 179 | | Super Smash Bros. Ultimate
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169. | When Ideas Won't Come [Work Ethic] | 177 | |
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170. | Flick Input [Design Specifics] | 175 | |
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171. | The Power of Suggestion [Work Ethic] | 174 | |
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172. | Staying Organized with Hierarchical Outlines [Planning & Game Design] | 174 | |
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173. | Audio as Fiction and Non-Fiction [Audio] | 173 | | Minecraft
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174. | Branching Tastes [Work Ethic] | 170 | |
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175. | Motion Blur [Graphics] | 168 | |
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176. | Handicap Systems [Design Specifics] | 167 | |
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177. | Screen Shake [Effects] | 167 | | Super Smash Bros. Ultimate
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178. | Portraying Fingers [Animation] | 167 | |
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179. | Using Parameters to Establish Characters [Planning & Game Design] | 165 | |
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180. | Directors and Producers [Team Management] | 165 | |
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181. | Follow-Throughs Make the Impact [Animation] | 163 | | Wii Fit
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182. | Exaggerate to Make Up for Information Loss [Animation] | 163 | |
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183. | Presenting Scores [Planning & Design] | 163 | |
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184. | Finish Everything Within the Day [Team Management] | 163 | |
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185. | Using Tickets to Manage Tasks [Programming & Tech] | 163 | |
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186. | The Pros and Cons of Leaderboards [Game Essence] | 162 | |
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187. | The Limitations of Skeletons [Animation] | 162 | |
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188. | Computer-Controlled Players [Planning & Game Design] | 160 | |
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189. | Mastering Up [Grab Bag] | 159 | |
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190. | Don't Rely on a "Plan B" [Work Ethic] | 158 | |
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191. | HUDs [UI] | 157 | |
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192. | Elementary School Play Testers [Team Management] | 157 | |
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193. | Game Essence in Shooting Games [Game Essence] | 157 | |
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194. | What is “Play”? [Game Essence] | 156 | |
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195. | Never Get Into Fights [Work Ethic] | 155 | |
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196. | A World with Less Color [Planning & Game Design] | 152 | |
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197. | Bug Testing Systems [Team Management] | 151 | |
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198. | Teaching Players How to Play [Design Specifics] | 151 | |
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199. | Adding Help Text to Menus [UI] | 150 | |
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200. | Knockback in Super Smash Bros. [Programming & Tech] | 146 | | Super Smash Bros.
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