Masahiro Sakurai on Creating Games2024Season 3 · 2024 · 110 episodesEpisodes1What is “Play”? [Game Essence]2Blade Trails [Effects]3Let Them Skip, Let Them Pause [UI]4Flipped Animation [Animation]5Customization Lets Your Imagination Play [Planning & Game Design]6Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag]7Dealing With Color Disparity [Graphics]8Giving Feedback for Sound Effects [Audio]9Show the Actual Game! [Marketing]10Staying True to Your Concept [Work Ethic]11Faithfulness Comes First in Licensed Games [Game Essence]12Randomness Spices Games Up [Design Specifics]13Turning Gift-Giving Into a Game [Grab Bag]14Don’t Put Decisions Off [Team Management]15Motion Blur [Graphics]16Game Essence in Action Games [Game Essence]17A: Work Ethic 1 (Category Compilation) #01~#1018Animation Blending [Animation]19Debug Mode [Programming & Tech]20C: Planning & Game Design 1 (Category Compilation) #01~#0921Crafting “Similar” Games [Planning & Game Design]22Button Settings [UI]23Competition and Abundance [Work Ethic]24A World Without Footprints [Grab Bag]25Presenting Scores [Planning & Design]26Making Effects the Right Size [Effects]27B: Game Essence 1 (Category Compilation) #01~#0628Handicap Systems [Design Specifics]29Making "Work" Games Fun [Game Essence]30Balancing Ambient Sounds [Audio]31Making the Imaginary Feel Real [Graphics]32Using Parameters to Establish Characters [Planning & Game Design]33Playing Games in Front of Other People [Marketing]34Bug Testing Systems [Team Management]351986: The Year of Legend [Grab Bag]36Portraying Fingers [Animation]37Advancing Text [UI]38Say It, and It Might Come True [Work Ethic]39Better Than Not Being Able to Beat the Game [Game Essence]40D: Design Specifics 1 (Category Compilation) #01~#0841A World with Less Color [Planning & Game Design]42Final Output [Graphics]43Storage Tips [Grab Bag]44Transparency Features [Programming & Tech]45Average and Mediocre Are the Same Thing [Design Specifics]46Mandatory Strategies and Strategic Balance [Game Essence]47E: Team Management 1 (Category Compilation) #01~#0748Play Testing Keeps Going [Team Management]49Computer-Controlled Players [Planning & Game Design]50Using Other Songs for Audio Reference [Audio]51Flashing Effects [Effects]52Destroying One Wall [Graphics]53Always Keep Attack Collision in Mind [Animation]54Targeting and Market Research [Marketing]55Gameplay as Part of a Live Performance [Grab Bag]56Echo Chambers [Work Ethic]57Adding Help Text to Menus [UI]58Game Essence in Strategy Games [Game Essence]59Online Updates [Design Specifics]60Manga-like Visuals [Graphics]61In-Game Cutscenes [Planning & Game Design]62F: Graphics 1 (Category Compilation) #01~#0663Directors and Producers [Team Management]64Start with the Climax [Planning & Game Design]65The Limitations of Skeletons [Animation]66When Ideas Won't Come [Work Ethic]67How Good Were the Player’s Actions? [Game Essence]68Famicom and NES Audio [Audio]69Making Things Clear, Even Without Words [UI]70Turning Anything Into a Competitive Game [Grab Bag]71Being Kind to Beginners [Planning & Game Design]72Establishing Characters Through Their Design [Graphics]73The Limitations of Particle Effects [Effects]74Smash Bros. DOJO!! [Marketing]75Speedy Screen Transitions [Design Specifics]76Amplify Both Strengths and Weaknesses [Game Essence]77G: Animation 1 (Category Compilation) #01~#0978Elementary School Play Testers [Team Management]79Never Get Into Fights [Work Ethic]80Be Mindful of the Time Players are Giving You [Planning & Game Design]81Rotation on Two Axes [Animation]82H: Effects 1 (Category Compilation) #01~#0683CRT Displays [Grab Bag]84Odds and Ends of Supervising: Sora Edition [Graphics]85HUDs [UI]86I: Audio 1 (Category Compilation) #01~#0787What Happens When You Shift the Center of Gravity? [Design Specifics]88Give Yourself a Handicap When Balancing Your Game [Game Essence]89No Masterpiece Has Bad Audio [Audio]90A Director’s Job is to Trim [Team Management]91Mr. Iwata [Grab Bag]92Up is Down, and Down is Up [Work Ethic]93J: UI 1 (Category Compilation) #01~#0894K: Programming & Tech 1 (Category Compilation) #01~#0595M: Grab Bag 1 (Category Compilation) #01~#0996Masahiro Sakurai on Creating Games: Finale Special97N: Game Concepts 1 (Category Compilation) #01~#0598L: Marketing 1 (Category Compilation) #01~#0799A: Work Ethic 2 (Category Compilation) #11~#20100B: Game Essence 2 (Category Compilation) #07~#15101C: Planning & Game Design 2 (Category Compilation) #10~#18102D: Design Specifics 2 (Category Compilation) #09~#18103E: Team Management 2 (Category Compilation) #08~#15104F: Graphics 2 (Category Compilation) #07~#13105G: Animation 2 (Category Compilation) #10~#18106H: Effects 2 (Category Compilation) #07~#11107I: Audio 2 (Category Compilation) #08~#14108J: UI 2 (Category Compilation) #09~#15109K: Programming & Tech 2 (Category Compilation) #06~#09110M: Grab Bag 2 (Category Compilation) #10~#14Season 1Season 2Season 4