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 Most Controversial Videos by Masahiro Sakurai on Creating Games


Video TitleRatingCategoryGame
1.E: Team Management 1 (Category Compilation) #01~#07530
2.F: Graphics 1 (Category Compilation) #01~#06691
3.D: Design Specifics 1 (Category Compilation) #01~#08753
4.B: Game Essence 1 (Category Compilation) #01~#06768
5.C: Planning & Game Design 1 (Category Compilation) #01~#091,000
6.A: Work Ethic 1 (Category Compilation) #01~#101,500
7.How Good Were the Player’s Actions? [Game Essence]2,197
8.Making Effects the Right Size [Effects]3,100
9.Presenting Scores [Planning & Design]2,500
10.Game Essence in Strategy Games [Game Essence]2,400
11.Balancing Ambient Sounds [Audio]2,600
12.Gameplay as Part of a Live Performance [Grab Bag]2,600
13.Flashing Effects [Effects]2,700
14.Bug Testing Systems [Team Management]2,800
15.Final Output [Graphics]2,700
16.The Pros and Cons of Leaderboards [Game Essence]2,800
17.Online Updates [Design Specifics]2,800
18.Play Testing Keeps Going [Team Management]2,700
19.Adding Help Text to Menus [UI]2,800
20.In-Game Cutscenes [Planning & Game Design]2,830
21.Advancing Text [UI]2,800
22.Computer-Controlled Players [Planning & Game Design]2,900
23.Handicap Systems [Design Specifics]2,800
24.Destroying One Wall [Graphics]2,800
25.Teaching Players How to Play [Design Specifics]3,100
26.Debug Mode [Programming & Tech]3,200
27.Playing Games in Front of Other People [Marketing]3,100
28.Always Keep Attack Collision in Mind [Animation]3,100
29.Start with the Climax [Planning & Game Design]3,123
30.Customization Lets Your Imagination Play [Planning & Game Design]3,200
31.Animation Blending [Animation]3,200
32.Making the Imaginary Feel Real [Graphics]3,100
33.Crafting “Similar” Games [Planning & Game Design]3,300
34.Making Games as Part of a Company [Team Management]3,100
35.Transparency Features [Programming & Tech]3,100
36.Game Essence in Action Games [Game Essence]3,200Super Mario Bros.
37.Competition and Abundance [Work Ethic]3,400Super Smash Bros. Ultimate
38.Mandatory Strategies and Strategic Balance [Game Essence]3,100
39.Targeting and Market Research [Marketing]5,000
40.Button Settings [UI]3,200
41.Better Than Not Being Able to Beat the Game [Game Essence]3,400
42.Strong Attack, Light Reverb [Audio]3,400Super Smash Bros. Ultimate
43.Using Parameters to Establish Characters [Planning & Game Design]3,400
44.It’s Easier If They Already Know [Planning & Game Design]3,300
45.Making Things Look Miniature [Graphics]3,500
46.A World with Less Color [Planning & Game Design]3,300
47.Motion Blur [Graphics]3,300
48.Randomness Spices Games Up [Design Specifics]3,300
49.The Power of Suggestion [Work Ethic]3,500
50.Giving Feedback for Sound Effects [Audio]3,400
51.Portraying Fingers [Animation]3,500
52.Don’t Put Decisions Off [Team Management]3,300
53.Turning Gift-Giving Into a Game [Grab Bag]3,500
54.Echo Chambers [Work Ethic]3,500
55.Making Sequels [Planning & Game Design]3,800
56.Game Essence in Shooting Games [Game Essence]3,234
57.Making "Work" Games Fun [Game Essence]3,600
58.Directors and Producers [Team Management]3,618
59.I Want to Choose Fast! [UI]4,000Super Smash Bros. Melee
60.The Limitations of Skeletons [Animation]3,610
61.How Multiple People Work on One File [Programming & Tech]4,000
62.1986: The Year of Legend [Grab Bag]3,700
63.Using Other Songs for Audio Reference [Audio]3,700
64.The Fun in Picking Sides [Planning & Game Design]3,448Super Smash Bros. for Wii U
65.Official Websites [Marketing]3,469Super Smash Bros. Ultimate
66.Staying True to Your Concept [Work Ethic]3,900
67.What is “Play”? [Game Essence]4,400
68.Unifying Visual Style [Graphics]3,610Super Smash Bros. Ultimate
69.Say It, and It Might Come True [Work Ethic]4,400
70.Daily Report Suggestions [Team Management]3,647Super Smash Bros. Ultimate
71.Knockback in Super Smash Bros. [Programming & Tech]3,674Super Smash Bros.
72.Hit Marks [Effects]3,765Super Smash Bros. Ultimate
73.Odds and Ends of Supervising [Graphics]4,800
74.Game & Watch Designs [Grab Bag]4,200
75.Make Retries Quick [Game Essence]3,837Super Smash Bros. Ultimate
76.Staying Organized with Hierarchical Outlines [Planning & Game Design]3,863
77.Unexpected Results [Design Specifics]4,349
78.Flick Input [Design Specifics]4,300
79.Dealing With Color Disparity [Graphics]4,600
80.Manga-like Visuals [Graphics]4,300
81.Color-Coding Your Game [UI]4,008Super Smash Bros. Ultimate
82.Blade Trails [Effects]4,500
83.A World Without Footprints [Grab Bag]4,500
84.When Ideas Won't Come [Work Ethic]4,579
85.Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag]4,500
86.Branching Tastes [Work Ethic]4,053
87.Is Your Game Appealing Enough to Start Over? [Game Essence]4,094Dark Souls
88.Guidelines [Grab Bag]4,406GuideTetris
89.Finish Everything Within the Day [Team Management]4,900
90.Game Demos [Marketing]4,212
91.Maps Are Game Screens, Too [Design Specifics]4,212The Legend of Zelda: Breath of the Wild
92.Show the Actual Game! [Marketing]5,000
93.Menus Define Your World [UI]4,281
94.Broad Input, Broad Output [Work Ethic]4,301Super Smash Bros. Ultimate
95.Mountain Climbing Is More Than Just Climbing [Game Essence]4,320Super Smash Bros. Ultimate
96.Billboards [Effects]4,600
97.Average and Mediocre Are the Same Thing [Design Specifics]4,700
98.Squashing and Scaling [Animation]4,348
99.Facial Animations [Animation]5,100Super Smash Bros. Ultimate
100.Explain Ideas to Everyone at Once [Team Management]4,405