101. | How I Stuck With My Column [Work Ethic] | 57,456 | |
|
102. | Bug Testing Never Ends [Team Management] | 57,306 | | Super Smash Bros. Ultimate
|
103. | The Majority Shouldn't Always Rule [Work Ethic] | 57,055 | |
|
104. | The Original Piece is Always Right [Audio] | 56,785 | | Psycho Soldier
|
105. | Flash, Blast, and Smoke [Effects] | 56,714 | | Super Smash Bros. Ultimate
|
106. | Ten People Can Produce Seven People's Work [Team Management] | 56,625 | |
|
107. | Odds and Ends of Supervising [Graphics] | 55,706 | |
|
108. | Units of Speed [Design Specifics] | 55,632 | | Super Smash Bros. Ultimate
|
109. | Marketing is Multiplicative [Marketing] | 55,014 | | Super Smash Bros. Ultimate
|
110. | Directors Need to Be Unique [Work Ethic] | 54,991 | | Super Smash Bros. Ultimate
|
111. | Prep Your Proposals Hot and Fast [Work Ethic] | 54,031 | | Super Smash Bros. Ultimate
|
112. | Supervising Art Through Retouches [Graphics] | 53,792 | |
|
113. | No Masterpiece Has Bad Audio [Audio] | 52,852 | |
|
114. | Keep Your Internal Pressure High [Work Ethic] | 52,562 | |
|
115. | Facial Animations [Animation] | 51,977 | | Super Smash Bros. Ultimate
|
116. | Visual Effects in Slow Motion [Effects] | 51,653 | | Super Smash Bros. Ultimate
|
117. | Exaggerate to Make Up for Information Loss [Animation] | 51,214 | |
|
118. | Dying Comes as a Relief? [Game Essence] | 50,385 | | Super Smash Bros. Ultimate
|
119. | Voice Recording [Audio] | 49,708 | | Super Smash Bros. Ultimate
|
120. | Follow-Throughs Make the Impact [Animation] | 49,669 | | Wii Fit
|
121. | Average and Mediocre Are the Same Thing [Design Specifics] | 49,157 | |
|
122. | Game Writing is Unique [Planning & Game Design] | 48,612 | | Kid Icarus
|
123. | Guidelines [Grab Bag] | 47,673 | Guide | Tetris
|
124. | Consider Rewards First [Game Essence] | 47,503 | | Pikmin
|
125. | Flipped Animation [Animation] | 47,138 | |
|
126. | Finish Everything Within the Day [Team Management] | 46,359 | |
|
127. | Don't Rely on a "Plan B" [Work Ethic] | 46,218 | |
|
128. | Flick Input [Design Specifics] | 46,169 | |
|
129. | Behavior at Ledges [Design Specifics] | 46,069 | | Super Smash Bros. Ultimate
|
130. | Making Tutorials Feel Natural [Planning & Game Design] | 45,922 | Tutorial | Super Smash Bros. Ultimate
|
131. | Masahiro Sakurai on Creating Games Introduction Video | 44,255 | | Super Smash Bros. Ultimate
|
132. | Mastering Up [Grab Bag] | 44,214 | |
|
133. | Audio as Fiction and Non-Fiction [Audio] | 44,092 | | Minecraft
|
134. | Motion Sickness in 3D Games [Planning & Game Design] | 43,925 | |
|
135. | Screen Shake [Effects] | 43,694 | | Super Smash Bros. Ultimate
|
136. | Maps Are Game Screens, Too [Design Specifics] | 43,579 | | The Legend of Zelda: Breath of the Wild
|
137. | Let Them Skip, Let Them Pause [UI] | 43,501 | |
|
138. | Using Tickets to Manage Tasks [Programming & Tech] | 43,226 | |
|
139. | CRT Displays [Grab Bag] | 42,825 | |
|
140. | Don't Be Unresponsive [Planning & Game Design] | 42,403 | | Super Smash Bros. Ultimate
|
141. | Praise the Player! [Planning & Game Design] | 41,924 | | Super Smash Bros. Ultimate
|
142. | Billboards [Effects] | 41,836 | |
|
143. | Emphasizing Text [UI] | 41,584 | |
|
144. | Arranging Music [Audio] | 40,783 | | Super Smash Bros. Ultimate
|
145. | Squashing and Scaling [Animation] | 40,319 | |
|
146. | Show the Actual Game! [Marketing] | 40,301 | |
|
147. | Dealing With Color Disparity [Graphics] | 40,174 | |
|
148. | Color-Coding Your Game [UI] | 40,133 | | Super Smash Bros. Ultimate
|
149. | Game Essence in Falling-Block Puzzle Games [Game Essence] | 39,986 | | Meteos
|
150. | Damage Animations [Animation] | 39,888 | | Super Smash Bros. Ultimate
|
151. | I Want to Choose Fast! [UI] | 39,517 | | Super Smash Bros. Melee
|
152. | Posing Suggestions [Animation] | 39,379 | | Super Smash Bros. Ultimate
|
153. | How Multiple People Work on One File [Programming & Tech] | 39,304 | |
|
154. | Targeting and Market Research [Marketing] | 39,294 | |
|
155. | Blade Trails [Effects] | 39,263 | |
|
156. | Manga-like Visuals [Graphics] | 39,151 | |
|
157. | Mountain Climbing Is More Than Just Climbing [Game Essence] | 39,143 | | Super Smash Bros. Ultimate
|
158. | What is “Play”? [Game Essence] | 38,839 | |
|
159. | Is Your Game Appealing Enough to Start Over? [Game Essence] | 38,505 | | Dark Souls
|
160. | Game & Watch Designs [Grab Bag] | 38,372 | |
|
161. | Menus Define Your World [UI] | 38,286 | |
|
162. | 1986: The Year of Legend [Grab Bag] | 38,102 | |
|
163. | Unexpected Results [Design Specifics] | 37,925 | |
|
164. | Be Mindful of the Time Players are Giving You [Planning & Game Design] | 37,753 | |
|
165. | Explain Ideas to Everyone at Once [Team Management] | 37,030 | |
|
166. | Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag] | 37,003 | |
|
167. | Branching Tastes [Work Ethic] | 36,966 | |
|
168. | Game Demos [Marketing] | 36,838 | |
|
169. | A World Without Footprints [Grab Bag] | 36,620 | |
|
170. | Never Get Into Fights [Work Ethic] | 36,614 | |
|
171. | Give Yourself a Handicap When Balancing Your Game [Game Essence] | 35,896 | |
|
172. | Making Sequels [Planning & Game Design] | 35,822 | |
|
173. | Knockback in Super Smash Bros. [Programming & Tech] | 35,676 | | Super Smash Bros.
|
174. | When Ideas Won't Come [Work Ethic] | 35,418 | |
|
175. | Smash Bros. DOJO!! [Marketing] | 35,320 | | Super Smash Bros. Brawl
|
176. | Broad Input, Broad Output [Work Ethic] | 35,147 | | Super Smash Bros. Ultimate
|
177. | Better Than Not Being Able to Beat the Game [Game Essence] | 35,036 | |
|
178. | Make Retries Quick [Game Essence] | 34,431 | | Super Smash Bros. Ultimate
|
179. | The Fun in Picking Sides [Planning & Game Design] | 34,193 | | Super Smash Bros. for Wii U
|
180. | Unifying Visual Style [Graphics] | 33,938 | | Super Smash Bros. Ultimate
|
181. | Making Things Look Miniature [Graphics] | 33,871 | |
|
182. | Being Kind to Beginners [Planning & Game Design] | 33,739 | |
|
183. | Strong Attack, Light Reverb [Audio] | 33,647 | | Super Smash Bros. Ultimate
|
184. | Making "Work" Games Fun [Game Essence] | 33,558 | |
|
185. | Hit Marks [Effects] | 33,439 | | Super Smash Bros. Ultimate
|
186. | Daily Report Suggestions [Team Management] | 33,308 | | Super Smash Bros. Ultimate
|
187. | Using Other Songs for Audio Reference [Audio] | 33,299 | |
|
188. | The Limitations of Skeletons [Animation] | 32,992 | |
|
189. | Staying Organized with Hierarchical Outlines [Planning & Game Design] | 32,865 | |
|
190. | Famicom and NES Audio [Audio] | 32,592 | | Silver Surfer
|
191. | Portraying Fingers [Animation] | 32,506 | |
|
192. | Directors and Producers [Team Management] | 32,462 | |
|
193. | Staying True to Your Concept [Work Ethic] | 32,418 | |
|
194. | Using Parameters to Establish Characters [Planning & Game Design] | 32,125 | |
|
195. | It’s Easier If They Already Know [Planning & Game Design] | 31,854 | |
|
196. | Official Websites [Marketing] | 31,357 | | Super Smash Bros. Ultimate
|
197. | Making Games as Part of a Company [Team Management] | 31,235 | |
|
198. | Say It, and It Might Come True [Work Ethic] | 31,096 | |
|
199. | Motion Blur [Graphics] | 31,089 | |
|
200. | Randomness Spices Games Up [Design Specifics] | 31,074 | |
|