101. | Game Essence in Falling-Block Puzzle Games [Game Essence] | 4,457 | | Meteos
|
102. | Let Them Skip, Let Them Pause [UI] | 5,200 | |
|
103. | Damage Animations [Animation] | 4,595 | | Super Smash Bros. Ultimate
|
104. | Flipped Animation [Animation] | 5,200 | |
|
105. | Arranging Music [Audio] | 4,635 | | Super Smash Bros. Ultimate
|
106. | Screen Shake [Effects] | 4,716 | | Super Smash Bros. Ultimate
|
107. | Motion Sickness in 3D Games [Planning & Game Design] | 4,721 | |
|
108. | Don't Be Unresponsive [Planning & Game Design] | 4,723 | | Super Smash Bros. Ultimate
|
109. | Using Tickets to Manage Tasks [Programming & Tech] | 4,819 | |
|
110. | Emphasizing Text [UI] | 4,869 | |
|
111. | Behavior at Ledges [Design Specifics] | 4,985 | | Super Smash Bros. Ultimate
|
112. | Don't Rely on a "Plan B" [Work Ethic] | 5,017 | |
|
113. | Faithfulness Comes First in Licensed Games [Game Essence] | 6,100 | |
|
114. | Making Tutorials Feel Natural [Planning & Game Design] | 5,073 | Tutorial | Super Smash Bros. Ultimate
|
115. | Game Writing is Unique [Planning & Game Design] | 5,107 | | Kid Icarus
|
116. | Praise the Player! [Planning & Game Design] | 5,126 | | Super Smash Bros. Ultimate
|
117. | Posing Suggestions [Animation] | 5,143 | | Super Smash Bros. Ultimate
|
118. | The Majority Shouldn't Always Rule [Work Ethic] | 6,000 | |
|
119. | Audio as Fiction and Non-Fiction [Audio] | 5,244 | | Minecraft
|
120. | Consider Rewards First [Game Essence] | 5,300 | | Pikmin
|
121. | Voice Recording [Audio] | 5,327 | | Super Smash Bros. Ultimate
|
122. | Dying Comes as a Relief? [Game Essence] | 5,371 | | Super Smash Bros. Ultimate
|
123. | Mastering Up [Grab Bag] | 5,459 | |
|
124. | Creators Change, Too [Grab Bag] | 6,400 | |
|
125. | The Original Piece is Always Right [Audio] | 5,765 | | Psycho Soldier
|
126. | Visual Effects in Slow Motion [Effects] | 5,609 | | Super Smash Bros. Ultimate
|
127. | Exaggerate to Make Up for Information Loss [Animation] | 5,672 | |
|
128. | Follow-Throughs Make the Impact [Animation] | 5,673 | | Wii Fit
|
129. | Paint an Accurate Picture of Your Game [Marketing] | 5,687 | | Super Smash Bros.
|
130. | Sodatete! Kouchuu Ouja Mushiking [Game Concepts] | 5,723 | |
|
131. | Masahiro Sakurai on Creating Games Introduction Video | 5,959 | | Super Smash Bros. Ultimate
|
132. | Avoiding Comparison [Planning & Game Design] | 6,800 | |
|
133. | ♪ PRESS START [Grab Bag] | 5,960 | |
|
134. | Units of Speed [Design Specifics] | 5,968 | | Super Smash Bros. Ultimate
|
135. | Directors Need to Be Unique [Work Ethic] | 6,041 | | Super Smash Bros. Ultimate
|
136. | Marketing is Multiplicative [Marketing] | 6,046 | | Super Smash Bros. Ultimate
|
137. | An Up-Close Look at Smash Bros. Stages [Graphics] | 6,068 | | Super Smash Bros. Ultimate
|
138. | Ten People Can Produce Seven People's Work [Team Management] | 6,075 | |
|
139. | Bug Testing Never Ends [Team Management] | 6,145 | | Super Smash Bros. Ultimate
|
140. | Prep Your Proposals Hot and Fast [Work Ethic] | 6,359 | | Super Smash Bros. Ultimate
|
141. | Keep Your Internal Pressure High [Work Ethic] | 6,499 | |
|
142. | How I Stuck With My Column [Work Ethic] | 6,583 | |
|
143. | Do Competitive Games Have to Be Complex? [Game Essence] | 6,676 | | Super Smash Bros. Ultimate
|
144. | Flash, Blast, and Smoke [Effects] | 6,704 | | Super Smash Bros. Ultimate
|
145. | Supervising Art Through Retouches [Graphics] | 6,712 | |
|
146. | Family BASIC [Programming & Tech] | 6,730 | | Family BASIC
|
147. | Get the Sense of Scale Right [Graphics] | 6,740 | | Final Fantasy XV
|
148. | Put Parameters in Brackets [Programming & Tech] | 6,785 | |
|
149. | Learn to Count Frames! [Planning & Game Design] | 6,938 | | Super Smash Bros. for Wii U
|
150. | A Fight Between Live Action and Animation [Graphics] | 6,989 | | Bomb Rush Cyberfunk
|
151. | Don't Wait to Speak Your Mind [Team Management] | 7,116 | |
|
152. | Deconstruct, Analyze, and Rebuild [Planning & Game Design] | 7,133 | | Rebuild
|
153. | Making Lead-ins Instant and Impactful [Animation] | 7,147 | | Super Smash Bros. Ultimate
|
154. | Say No to Slow! [Design Specifics] | 7,374 | | Super Smash Bros. Ultimate
|
155. | Games During My Childhood [Grab Bag] | 7,393 | |
|
156. | Falling Sells the Feeling of Flight [Game Essence] | 7,403 | |
|
157. | You'll Forget the Hardship, But the Game Will Endure! [Work Ethic] | 7,484 | | Super Smash Bros. Ultimate
|
158. | Listen in Various Environments [Audio] | 7,660 | | Super Smash Bros. Ultimate
|
159. | Loading Screens [UI] | 7,670 | | Dx2 Shin Megami Tensei: Liberation
|
160. | Game Music and Ambient Sounds [Audio] | 7,751 | | Super Smash Bros. Ultimate
|
161. | Games and Eye Strain [Grab Bag] | 7,789 | |
|
162. | Canceled Games [Grab Bag] | 7,823 | | Super Smash Bros. Ultimate
|
163. | Attack Poses [Animation] | 8,002 | | Super Smash Bros. Ultimate
|
164. | The Potential of One Button [Planning & Game Design] | 8,014 | | Super Smash Bros. Ultimate
|
165. | The Shoryuken Command [Game Essence] | 10,000 | |
|
166. | Meteos [Game Concepts] | 8,150 | | Meteos
|
167. | The Family Computer (and the NES) [Grab Bag] | 8,165 | | Super Mario Bros.
|
168. | Competing with the Past [Grab Bag] | 8,350 | | Super Smash Bros. for Wii U
|
169. | Sharing Info Within a Team [Team Management] | 8,380 | | Super Smash Bros. Ultimate
|
170. | Distinguishing Between Major and Minor Elements [Graphics] | 8,384 | | Super Smash Bros. Ultimate
|
171. | The Basics of Pixel Art [Graphics] | 8,406 | |
|
172. | Good Errands and Bad Errands [Planning & Game Design] | 8,441 | |
|
173. | A Small Window Into the World [Planning & Game Design] | 8,605 | | Super Smash Bros. Ultimate
|
174. | Let Your Characters Shine [Effects] | 8,793 | | Super Smash Bros. Ultimate
|
175. | Modern Quality of Life Features [UI] | 8,828 | | The Last of Us Part I
|
176. | Jobs in Game Development [Team Management] | 8,942 | | Super Smash Bros. Ultimate
|
177. | Making Your Game Easy to Tune [Programming & Tech] | 9,103 | | Super Smash Bros. Ultimate
|
178. | Fighter Reveal Videos [Marketing] | 10,000 | | Super Smash Bros. Ultimate
|
179. | Eight Hit Stop Techniques [Design Specifics] | 9,918 | | Super Smash Bros. Ultimate
|
180. | Super Smash Bros. for 3DS / Wii U [Game Concepts] | 10,061 | | Super Smash Bros. for Wii U
|
181. | Text Size [UI] | 10,159 | | Super Smash Bros. Ultimate
|
182. | Writing Game Proposals [Work Ethic] | 10,202 | | Super Smash Bros. Ultimate
|
183. | Breaking Down Attack Animations [Animation] | 10,207 | | Super Smash Bros. Ultimate
|
184. | Do We Really Need Enemies? [Game Essence] | 10,388 | | Super Smash Bros. Ultimate
|
185. | Sora's Work-From-Home Strategies [Grab Bag] | 10,637 | |
|
186. | Storage Tips [Grab Bag] | 12,000 | |
|
187. | Emphasize Objects with Collision [Graphics] | 11,000 | |
|
188. | Kirby Air Ride [Game Concepts] | 11,600 | | Kirby Air Ride
|
189. | Let Players Cheat the System [Game Essence] | 11,877 | | Super Smash Bros. Ultimate
|
190. | Super Smash Bros. Brawl [Game Concepts] | 11,926 | | Super Smash Bros. Brawl
|
191. | Keeping Rewards in Sight [Planning & Game Design] | 12,052 | |
|
192. | Strike a Balance with Sound Effects [Audio] | 12,195 | | Super Smash Bros. for Wii U
|
193. | Kid Icarus: Uprising [Game Concepts] | 12,234 | | Kid Icarus: Uprising
|
194. | Make the Tempo Match the Game [Audio] | 12,240 | | Super Smash Bros. Ultimate
|
195. | The Fiend's Cauldron [Game Essence] | 12,345 | | Kid Icarus: Uprising
|
196. | Jump Physics [Design Specifics] | 12,474 | | Super Mario Bros.
|
197. | Making a Living Making Games [Planning & Game Design] | 13,049 | |
|
198. | Sora Ltd. [Grab Bag] | 13,227 | |
|
199. | Development Secrets of the Original Kirby [Grab Bag] | 14,474 | | Kirby's Dream Land
|
200. | Super Smash Bros. Ultimate [Game Concepts] | 17,000 | | Super Smash Bros. Ultimate
|