1. | E: Team Management 1 (Category Compilation) #01~#07 | 530 | |
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2. | F: Graphics 1 (Category Compilation) #01~#06 | 691 | |
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3. | D: Design Specifics 1 (Category Compilation) #01~#08 | 753 | |
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4. | B: Game Essence 1 (Category Compilation) #01~#06 | 768 | |
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5. | C: Planning & Game Design 1 (Category Compilation) #01~#09 | 1,000 | |
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6. | A: Work Ethic 1 (Category Compilation) #01~#10 | 1,500 | |
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7. | How Good Were the Player’s Actions? [Game Essence] | 2,197 | |
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8. | Making Effects the Right Size [Effects] | 3,100 | |
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9. | Presenting Scores [Planning & Design] | 2,500 | |
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10. | Game Essence in Strategy Games [Game Essence] | 2,400 | |
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11. | Balancing Ambient Sounds [Audio] | 2,600 | |
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12. | Gameplay as Part of a Live Performance [Grab Bag] | 2,600 | |
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13. | Flashing Effects [Effects] | 2,700 | |
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14. | Bug Testing Systems [Team Management] | 2,800 | |
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15. | Final Output [Graphics] | 2,700 | |
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16. | The Pros and Cons of Leaderboards [Game Essence] | 2,800 | |
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17. | Online Updates [Design Specifics] | 2,800 | |
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18. | Play Testing Keeps Going [Team Management] | 2,700 | |
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19. | Adding Help Text to Menus [UI] | 2,800 | |
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20. | In-Game Cutscenes [Planning & Game Design] | 2,830 | |
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21. | Advancing Text [UI] | 2,800 | |
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22. | Computer-Controlled Players [Planning & Game Design] | 2,900 | |
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23. | Handicap Systems [Design Specifics] | 2,800 | |
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24. | Destroying One Wall [Graphics] | 2,800 | |
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25. | Teaching Players How to Play [Design Specifics] | 3,100 | |
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26. | Debug Mode [Programming & Tech] | 3,200 | |
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27. | Playing Games in Front of Other People [Marketing] | 3,100 | |
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28. | Always Keep Attack Collision in Mind [Animation] | 3,100 | |
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29. | Start with the Climax [Planning & Game Design] | 3,123 | |
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30. | Customization Lets Your Imagination Play [Planning & Game Design] | 3,200 | |
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31. | Animation Blending [Animation] | 3,200 | |
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32. | Making the Imaginary Feel Real [Graphics] | 3,100 | |
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33. | Crafting “Similar” Games [Planning & Game Design] | 3,300 | |
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34. | Making Games as Part of a Company [Team Management] | 3,100 | |
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35. | Transparency Features [Programming & Tech] | 3,100 | |
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36. | Game Essence in Action Games [Game Essence] | 3,200 | | Super Mario Bros.
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37. | Competition and Abundance [Work Ethic] | 3,400 | | Super Smash Bros. Ultimate
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38. | Mandatory Strategies and Strategic Balance [Game Essence] | 3,100 | |
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39. | Targeting and Market Research [Marketing] | 5,000 | |
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40. | Button Settings [UI] | 3,200 | |
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41. | Better Than Not Being Able to Beat the Game [Game Essence] | 3,400 | |
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42. | Strong Attack, Light Reverb [Audio] | 3,400 | | Super Smash Bros. Ultimate
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43. | Using Parameters to Establish Characters [Planning & Game Design] | 3,400 | |
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44. | It’s Easier If They Already Know [Planning & Game Design] | 3,300 | |
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45. | Making Things Look Miniature [Graphics] | 3,500 | |
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46. | A World with Less Color [Planning & Game Design] | 3,300 | |
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47. | Motion Blur [Graphics] | 3,300 | |
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48. | Randomness Spices Games Up [Design Specifics] | 3,300 | |
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49. | The Power of Suggestion [Work Ethic] | 3,500 | |
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50. | Giving Feedback for Sound Effects [Audio] | 3,400 | |
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51. | Portraying Fingers [Animation] | 3,500 | |
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52. | Don’t Put Decisions Off [Team Management] | 3,300 | |
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53. | Turning Gift-Giving Into a Game [Grab Bag] | 3,500 | |
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54. | Echo Chambers [Work Ethic] | 3,500 | |
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55. | Making Sequels [Planning & Game Design] | 3,800 | |
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56. | Game Essence in Shooting Games [Game Essence] | 3,234 | |
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57. | Making "Work" Games Fun [Game Essence] | 3,600 | |
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58. | Directors and Producers [Team Management] | 3,618 | |
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59. | I Want to Choose Fast! [UI] | 4,000 | | Super Smash Bros. Melee
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60. | The Limitations of Skeletons [Animation] | 3,610 | |
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61. | How Multiple People Work on One File [Programming & Tech] | 4,000 | |
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62. | 1986: The Year of Legend [Grab Bag] | 3,700 | |
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63. | Using Other Songs for Audio Reference [Audio] | 3,700 | |
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64. | The Fun in Picking Sides [Planning & Game Design] | 3,448 | | Super Smash Bros. for Wii U
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65. | Official Websites [Marketing] | 3,469 | | Super Smash Bros. Ultimate
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66. | Staying True to Your Concept [Work Ethic] | 3,900 | |
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67. | What is “Play”? [Game Essence] | 4,400 | |
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68. | Unifying Visual Style [Graphics] | 3,610 | | Super Smash Bros. Ultimate
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69. | Say It, and It Might Come True [Work Ethic] | 4,400 | |
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70. | Daily Report Suggestions [Team Management] | 3,647 | | Super Smash Bros. Ultimate
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71. | Knockback in Super Smash Bros. [Programming & Tech] | 3,674 | | Super Smash Bros.
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72. | Hit Marks [Effects] | 3,765 | | Super Smash Bros. Ultimate
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73. | Odds and Ends of Supervising [Graphics] | 4,800 | |
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74. | Game & Watch Designs [Grab Bag] | 4,200 | |
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75. | Make Retries Quick [Game Essence] | 3,837 | | Super Smash Bros. Ultimate
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76. | Staying Organized with Hierarchical Outlines [Planning & Game Design] | 3,863 | |
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77. | Unexpected Results [Design Specifics] | 4,349 | |
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78. | Flick Input [Design Specifics] | 4,300 | |
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79. | Dealing With Color Disparity [Graphics] | 4,600 | |
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80. | Manga-like Visuals [Graphics] | 4,300 | |
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81. | Color-Coding Your Game [UI] | 4,008 | | Super Smash Bros. Ultimate
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82. | Blade Trails [Effects] | 4,500 | |
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83. | A World Without Footprints [Grab Bag] | 4,500 | |
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84. | When Ideas Won't Come [Work Ethic] | 4,579 | |
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85. | Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag] | 4,500 | |
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86. | Branching Tastes [Work Ethic] | 4,053 | |
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87. | Is Your Game Appealing Enough to Start Over? [Game Essence] | 4,094 | | Dark Souls
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88. | Guidelines [Grab Bag] | 4,406 | Guide | Tetris
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89. | Finish Everything Within the Day [Team Management] | 4,900 | |
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90. | Game Demos [Marketing] | 4,212 | |
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91. | Maps Are Game Screens, Too [Design Specifics] | 4,212 | | The Legend of Zelda: Breath of the Wild
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92. | Show the Actual Game! [Marketing] | 5,000 | |
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93. | Menus Define Your World [UI] | 4,281 | |
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94. | Broad Input, Broad Output [Work Ethic] | 4,301 | | Super Smash Bros. Ultimate
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95. | Mountain Climbing Is More Than Just Climbing [Game Essence] | 4,320 | | Super Smash Bros. Ultimate
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96. | Billboards [Effects] | 4,600 | |
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97. | Average and Mediocre Are the Same Thing [Design Specifics] | 4,700 | |
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98. | Squashing and Scaling [Animation] | 4,348 | |
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99. | Facial Animations [Animation] | 5,100 | | Super Smash Bros. Ultimate
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100. | Explain Ideas to Everyone at Once [Team Management] | 4,405 | |
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