201. | Making Games as Part of a Company [Team Management] | 3,100 | |
|
202. | Crafting “Similar” Games [Planning & Game Design] | 3,300 | |
|
203. | Making the Imaginary Feel Real [Graphics] | 3,100 | |
|
204. | Animation Blending [Animation] | 3,200 | |
|
205. | Customization Lets Your Imagination Play [Planning & Game Design] | 3,200 | |
|
206. | Always Keep Attack Collision in Mind [Animation] | 3,100 | |
|
207. | Start with the Climax [Planning & Game Design] | 3,123 | |
|
208. | Playing Games in Front of Other People [Marketing] | 3,100 | |
|
209. | Debug Mode [Programming & Tech] | 3,200 | |
|
210. | Teaching Players How to Play [Design Specifics] | 3,100 | |
|
211. | Destroying One Wall [Graphics] | 2,800 | |
|
212. | Handicap Systems [Design Specifics] | 2,800 | |
|
213. | Computer-Controlled Players [Planning & Game Design] | 2,900 | |
|
214. | Advancing Text [UI] | 2,800 | |
|
215. | In-Game Cutscenes [Planning & Game Design] | 2,830 | |
|
216. | Adding Help Text to Menus [UI] | 2,800 | |
|
217. | Play Testing Keeps Going [Team Management] | 2,700 | |
|
218. | Online Updates [Design Specifics] | 2,800 | |
|
219. | The Pros and Cons of Leaderboards [Game Essence] | 2,800 | |
|
220. | Final Output [Graphics] | 2,700 | |
|
221. | Bug Testing Systems [Team Management] | 2,800 | |
|
222. | Flashing Effects [Effects] | 2,700 | |
|
223. | Gameplay as Part of a Live Performance [Grab Bag] | 2,600 | |
|
224. | Balancing Ambient Sounds [Audio] | 2,600 | |
|
225. | Game Essence in Strategy Games [Game Essence] | 2,400 | |
|
226. | Presenting Scores [Planning & Design] | 2,500 | |
|
227. | Making Effects the Right Size [Effects] | 3,100 | |
|
228. | How Good Were the Player’s Actions? [Game Essence] | 2,197 | |
|
229. | A: Work Ethic 1 (Category Compilation) #01~#10 | 1,500 | |
|
230. | C: Planning & Game Design 1 (Category Compilation) #01~#09 | 1,000 | |
|
231. | B: Game Essence 1 (Category Compilation) #01~#06 | 768 | |
|
232. | D: Design Specifics 1 (Category Compilation) #01~#08 | 753 | |
|
233. | F: Graphics 1 (Category Compilation) #01~#06 | 691 | |
|
234. | E: Team Management 1 (Category Compilation) #01~#07 | 530 | |
|
235. | M: Grab Bag 4 (Category Compilation) #18~#24 | 410 | | Super Smash Bros. Brawl
|
236. | Up is Down, and Down is Up [Work Ethic] | 7,776 | |
|
237. | CRT Displays [Grab Bag] | 5,155 | |
|
238. | Being Kind to Beginners [Planning & Game Design] | 4,044 | |
|
239. | B: Game Essence 4 (Category Compilation) #24~#29 | 421 | |
|
240. | K: Programming & Tech 2 (Category Compilation) #06~#09 | 454 | | Super Smash Bros. Brawl
|
241. | A: Work Ethic 3 (Category Compilation) #21~#23 | 547 | |
|
242. | Give Yourself a Handicap When Balancing Your Game [Game Essence] | 3,566 | |
|
243. | F: Graphics 3 (Category Compilation) #14~#20 | 451 | |
|
244. | Turning Anything Into a Competitive Game [Grab Bag] | 2,670 | |
|
245. | No Masterpiece Has Bad Audio [Audio] | 5,460 | |
|
246. | What Happens When You Shift the Center of Gravity? [Design Specifics] | 2,947 | |
|
247. | Establishing Characters Through Their Design [Graphics] | 2,991 | |
|
248. | Mr. Iwata [Grab Bag] | 30,605 | |
|
249. | E: Team Management 2 (Category Compilation) #08~#15 | 436 | |
|
250. | Making Things Clear, Even Without Words [UI] | 3,008 | |
|
251. | Amplify Both Strengths and Weaknesses [Game Essence] | 2,873 | |
|
252. | N: Game Concepts 1 (Category Compilation) #01~#05 | 1,006 | | N
|
253. | H: Effects 1 (Category Compilation) #01~#06 | 678 | |
|
254. | Be Mindful of the Time Players are Giving You [Planning & Game Design] | 4,104 | |
|
255. | B: Game Essence 2 (Category Compilation) #07~#15 | 470 | |
|
256. | G: Animation 1 (Category Compilation) #01~#09 | 614 | |
|
257. | L: Marketing 2 (Category Compilation) #08~#09 | 413 | |
|
258. | M: Grab Bag 2 (Category Compilation) #10~#14 | 473 | |
|
259. | Speedy Screen Transitions [Design Specifics] | 2,482 | |
|
260. | C: Planning & Game Design 4 (Category Compilation) #27~#30 | 427 | |
|
261. | F: Graphics 2 (Category Compilation) #07~#13 | 474 | |
|
262. | I: Audio 1 (Category Compilation) #01~#07 | 529 | |
|
263. | K: Programming & Tech 1 (Category Compilation) #01~#05 | 901 | |
|
264. | C: Planning & Game Design 3 (Category Compilation) #19~#26 | 466 | |
|
265. | D: Design Specifics 2 (Category Compilation) #09~#18 | 454 | |
|
266. | M: Grab Bag 6 (Category Compilation) #29~#31 | 706 | |
|
267. | Smash Bros. DOJO!! [Marketing] | 4,052 | | Super Smash Bros. Brawl
|
268. | A Director’s Job is to Trim [Team Management] | 2,922 | |
|
269. | C: Planning & Game Design 2 (Category Compilation) #10~#18 | 492 | |
|
270. | A: Work Ethic 2 (Category Compilation) #11~#20 | 621 | |
|
271. | The Limitations of Particle Effects [Effects] | 3,055 | |
|
272. | J: UI 1 (Category Compilation) #01~#08 | 698 | |
|
273. | G: Animation 2 (Category Compilation) #10~#18 | 475 | |
|
274. | N: Game Concepts 2 (Category Compilation) #06~#09 | 470 | | N
|
275. | HUDs [UI] | 2,786 | |
|
276. | Elementary School Play Testers [Team Management] | 3,392 | |
|
277. | L: Marketing 1 (Category Compilation) #01~#07 | 704 | |
|
278. | I: Audio 2 (Category Compilation) #08~#14 | 410 | |
|
279. | Rotation on Two Axes [Animation] | 3,199 | |
|
280. | M: Grab Bag 5 (Category Compilation) #25~#28 | 391 | |
|
281. | J: UI 2 (Category Compilation) #09~#15 | 402 | |
|
282. | M: Grab Bag 3 (Category Compilation) #15~#17 | 359 | |
|
283. | H: Effects 2 (Category Compilation) #07~#11 | 452 | |
|
284. | B: Game Essence 3 (Category Compilation) #16~#23 | 437 | |
|
285. | Never Get Into Fights [Work Ethic] | 4,095 | |
|
286. | Odds and Ends of Supervising: Sora Edition [Graphics] | 6,091 | |
|
287. | Famicom and NES Audio [Audio] | 3,695 | | Silver Surfer
|
288. | N: Game Concepts 3 (Category Compilation) #10~#12 | 450 | | Super Smash Bros. Ultimate
|
289. | M: Grab Bag 1 (Category Compilation) #01~#09 | 1,014 | |
|