Seasons & Episodes
About This Channel
Masahiro Sakurai's Creative Works
Stop for Big Moments! [Design Specifics]
Kirby's Dream Land [Game Concepts]]
Frame Rates [Planning & Game Design]
Risk and Reward [Game Essence]
Game Development Isn't a Game [Work Ethic]
Down with Lag! [Grab Bag]
Squeeze and Release [Game Essence]
Draw the Light, Not the Asset [Graphics]
Kirby's Adventure [Game Concepts]
Presentations Are All About Speed! [Work Ethic]
Game Awards [Grab Bag]
Assigning Animations [Animation]
Game Essence in Role-Playing Games [Game Essence]
Make It "Pop" [Effects]
Just Let Them Play! [Planning & Game Design]
Clarity vs. Style [UI]
Giving "Weight" to Buttons [Design Specifics]
Kirby Super Star [Game Concepts]
Try Telling That to the Player [Work Ethic]
Name Files Logically [Programming & Tech]
Keeping Rewards in Sight [Planning & Game Design]
Exercise While You Game! [Grab Bag]
Make the Tempo Match the Game [Audio]
Fun Beyond Game Essence [Game Essence]
Super Smash Bros. [Game Concepts]
Too Much is Just Right [Animation]
Spec Changes [Work Ethic]
Emphasize Objects with Collision [Graphics]
The Price of Games [Grab Bag]
Strike a Balance with Sound Effects [Audio]
Text Size [UI]
Making a Living Making Games [Planning & Game Design]
Let Your Characters Shine [Effects]
Breaking Down Attack Animations [Animation]
Jump Physics [Design Specifics]
Writing Game Proposals [Work Ethic]
My Feline Friend, Fukurashi [Grab Bag]
Super Smash Bros. Melee [Game Concepts]
The Fiend's Cauldron [Game Essence]
A Small Window Into the World [Planning & Game Design]
Sharing Info Within a Team [Team Management]
Distinguishing Between Major and Minor Elements [Graphics]
That Was Then, This Is Now [Grab Bag]
Making Your Game Easy to Tune [Programming & Tech]
Eight Hit Stop Techniques [Design Specifics]
Let Players Cheat the System [Game Essence]
Making Lead-ins Instant and Impactful [Animation]
Jobs in Game Development [Team Management]
The Potential of One Button [Planning & Game Design]
Prep Your Proposals Hot and Fast [Work Ethic]
Sora Ltd. [Grab Bag]
Listen in Various Environments [Audio]
Modern Quality of Life Features [UI]
Flash, Blast, and Smoke [Effects]
Deconstruct, Analyze, and Rebuild [Planning & Game Design]
Team Digital or Team Physical? [Grab Bag]
Kirby Air Ride [Game Concepts]
Don't Wait to Speak Your Mind [Team Management]
Don't Anchor Your Center Point [Design Specifics]
Attack Poses [Animation]
Get the Sense of Scale Right [Graphics]
Good Errands and Bad Errands [Planning & Game Design]
Falling Sells the Feeling of Flight [Game Essence]
Sora's Work-From-Home Strategies [Grab Bag]
You'll Forget the Hardship, But the Game Will Endure! [Work Ethic]
Put Parameters in Brackets [Programming & Tech]
Game Music and Ambient Sounds [Audio]
Directors Need to Be Unique [Work Ethic]
Do We Really Need Enemies? [Game Essence]
Competing with the Past [Grab Bag]
Say No to Slow! [Design Specifics]
Meteos [Game Concepts]
Consider Rewards First [Game Essence]
Learn to Count Frames! [Planning & Game Design]
Follow-Throughs Make the Impact [Animation]
Loading Screens [UI]
Visual Effects in Slow Motion [Effects]
Marketing is Multiplicative [Marketing]
Games and Eye Strain [Grab Bag]
Do Competitive Games Have to Be Complex? [Game Essence]
Just Do It Already! [Work Ethic]
Units of Speed [Design Specifics]
Making Tutorials Feel Natural [Planning & Game Design]
Game Essence in Falling-Block Puzzle Games [Game Essence]
Mastering Up [Grab Bag]
Ten People Can Produce Seven People's Work [Team Management]
Audio as Fiction and Non-Fiction [Audio]
Supervising Art Through Retouches [Graphics]
Exaggerate to Make Up for Information Loss [Animation]
Sodatete! Kouchuu Ouja Mushiking [Game Concepts]
Emphasizing Text [UI]
Using Tickets to Manage Tasks [Programming & Tech]
Praise the Player! [Planning & Game Design]
The Family Computer (and the NES) [Grab Bag]
Dying Comes as a Relief? [Game Essence]
How I Stuck With My Column [Work Ethic]
An Up-Close Look at Smash Bros. Stages [Graphics]
Development Secrets of the Original Kirby [Grab Bag]
Paint an Accurate Picture of Your Game [Marketing]
Behavior at Ledges [Design Specifics]
Screen Shake [Effects]
Don't Be Unresponsive [Planning & Game Design]
Mountain Climbing Is More Than Just Climbing [Game Essence]
Posing Suggestions [Animation]
Voice Recording [Audio]
Super Smash Bros. Brawl [Game Concepts]
Don't Rely on a "Plan B" [Work Ethic]
Canceled Games [Grab Bag]
Menus Define Your World [UI]
Branching Tastes [Work Ethic]
Game Writing is Unique [Planning & Game Design]
Explain Ideas to Everyone at Once [Team Management]
The Basics of Pixel Art [Graphics]
♪ PRESS START [Grab Bag]
Make Retries Quick [Game Essence]
Family BASIC [Programming & Tech]
Maps Are Game Screens, Too [Design Specifics]
The Fun in Picking Sides [Planning & Game Design]
Squashing and Scaling [Animation]
Game Demos [Marketing]
Daily Report Suggestions [Team Management]
Games During My Childhood [Grab Bag]
Kid Icarus: Uprising [Game Concepts]
Broad Input, Broad Output [Work Ethic]
Arranging Music [Audio]
Is Your Game Appealing Enough to Start Over? [Game Essence]
Motion Sickness in 3D Games [Planning & Game Design]
Unifying Visual Style [Graphics]
Hit Marks [Effects]
The Team Behind Super Smash Bros. Brawl [Grab Bag]
Color-Coding Your Game [UI]
Game Essence in Shooting Games [Game Essence]
Super Smash Bros. for 3DS / Wii U [Game Concepts]
Bug Testing Never Ends [Team Management]
Staying Organized with Hierarchical Outlines [Planning & Game Design]
A Fight Between Live Action and Animation [Graphics]
Guidelines [Grab Bag]
Masahiro Sakurai on Creating Games Introduction Video
Unexpected Results [Design Specifics]
Damage Animations [Animation]
Official Websites [Marketing]
Keep Your Internal Pressure High [Work Ethic]
Knockback in Super Smash Bros. [Programming & Tech]
The Original Piece is Always Right [Audio]
Make Important Elements Bigger [UI]
More Game Essence Means Less Broad Appeal [Game Essence]
Show and Tell: Some Rare Belongings [Grab Bag]
The Perils of Interpolation [Animation]
Planning Your Game’s Rewards [Planning & Game Design]
Do Graphics Impact Fun? [Graphics]
Billboards [Effects]
Flick Input [Design Specifics]
Special Crossover! #1 [Special]
For our portion of the Retro Game Master crossover, we take a tour through a curated selection of arcade games released
Special Crossover! #2 [Special]
The second installment of the Retro Game Master crossover is here! Join me as I play classic arcade games with legendar
Special Crossover! #3 [Special]
Welcome to the final episode of the Retro Game Master crossover! I never imagined doing a crossover like this—I'm so
The Majority Shouldn't Always Rule [Work Ethic]
The Shoryuken Command [Game Essence]
Super Smash Bros. Ultimate [Game Concepts]
Avoiding Comparison [Planning & Game Design]
Making Games as Part of a Company [Team Management]
Fighter Reveal Videos [Marketing]
Making Sequels [Planning & Game Design]
Odds and Ends of Supervising [Graphics]
Facial Animations [Animation]
Strong Attack, Light Reverb [Audio]
Game & Watch Designs [Grab Bag]
I Want to Choose Fast! [UI]
The Pros and Cons of Leaderboards [Game Essence]
The Power of Suggestion [Work Ethic]
How Multiple People Work on One File [Programming & Tech]
Teaching Players How to Play [Design Specifics]
Making Things Look Miniature [Graphics]
It’s Easier If They Already Know [Planning & Game Design]
Creators Change, Too [Grab Bag]
Finish Everything Within the Day [Team Management]
What is “Play”? [Game Essence]
Blade Trails [Effects]
Let Them Skip, Let Them Pause [UI]
Flipped Animation [Animation]
Customization Lets Your Imagination Play [Planning & Game Design]
Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag]
Dealing With Color Disparity [Graphics]
Giving Feedback for Sound Effects [Audio]
Show the Actual Game! [Marketing]
Staying True to Your Concept [Work Ethic]
Faithfulness Comes First in Licensed Games [Game Essence]
Randomness Spices Games Up [Design Specifics]
Turning Gift-Giving Into a Game [Grab Bag]
Don’t Put Decisions Off [Team Management]
Motion Blur [Graphics]
Game Essence in Action Games [Game Essence]
A: Work Ethic 1 (Category Compilation) #01~#10
Animation Blending [Animation]
Debug Mode [Programming & Tech]
C: Planning & Game Design 1 (Category Compilation) #01~#09
Crafting “Similar” Games [Planning & Game Design]
Button Settings [UI]
Competition and Abundance [Work Ethic]
A World Without Footprints [Grab Bag]
Presenting Scores [Planning & Design]
Making Effects the Right Size [Effects]
B: Game Essence 1 (Category Compilation) #01~#06
Handicap Systems [Design Specifics]
Making "Work" Games Fun [Game Essence]
Balancing Ambient Sounds [Audio]
Making the Imaginary Feel Real [Graphics]
Using Parameters to Establish Characters [Planning & Game Design]
Playing Games in Front of Other People [Marketing]
Bug Testing Systems [Team Management]
1986: The Year of Legend [Grab Bag]
Portraying Fingers [Animation]
Advancing Text [UI]
Say It, and It Might Come True [Work Ethic]
Better Than Not Being Able to Beat the Game [Game Essence]
D: Design Specifics 1 (Category Compilation) #01~#08
A World with Less Color [Planning & Game Design]
Final Output [Graphics]
Storage Tips [Grab Bag]
Transparency Features [Programming & Tech]
Average and Mediocre Are the Same Thing [Design Specifics]
Mandatory Strategies and Strategic Balance [Game Essence]
E: Team Management 1 (Category Compilation) #01~#07
Play Testing Keeps Going [Team Management]
Computer-Controlled Players [Planning & Game Design]
Using Other Songs for Audio Reference [Audio]
Flashing Effects [Effects]
Destroying One Wall [Graphics]
Always Keep Attack Collision in Mind [Animation]
Targeting and Market Research [Marketing]
Gameplay as Part of a Live Performance [Grab Bag]
Echo Chambers [Work Ethic]
Adding Help Text to Menus [UI]
Game Essence in Strategy Games [Game Essence]
Online Updates [Design Specifics]
Manga-like Visuals [Graphics]
In-Game Cutscenes [Planning & Game Design]
F: Graphics 1 (Category Compilation) #01~#06
Directors and Producers [Team Management]
Start with the Climax [Planning & Game Design]
The Limitations of Skeletons [Animation]
When Ideas Won't Come [Work Ethic]
How Good Were the Player’s Actions? [Game Essence]
Famicom and NES Audio [Audio]
Making Things Clear, Even Without Words [UI]
Turning Anything Into a Competitive Game [Grab Bag]
Being Kind to Beginners [Planning & Game Design]
Establishing Characters Through Their Design [Graphics]
The Limitations of Particle Effects [Effects]
Smash Bros. DOJO!! [Marketing]
Speedy Screen Transitions [Design Specifics]
Amplify Both Strengths and Weaknesses [Game Essence]
G: Animation 1 (Category Compilation) #01~#09
Elementary School Play Testers [Team Management]
Never Get Into Fights [Work Ethic]
Be Mindful of the Time Players are Giving You [Planning & Game Design]
Rotation on Two Axes [Animation]
H: Effects 1 (Category Compilation) #01~#06
CRT Displays [Grab Bag]
Odds and Ends of Supervising: Sora Edition [Graphics]
HUDs [UI]
I: Audio 1 (Category Compilation) #01~#07
What Happens When You Shift the Center of Gravity? [Design Specifics]
Give Yourself a Handicap When Balancing Your Game [Game Essence]
No Masterpiece Has Bad Audio [Audio]
A Director’s Job is to Trim [Team Management]
Mr. Iwata [Grab Bag]
Up is Down, and Down is Up [Work Ethic]
J: UI 1 (Category Compilation) #01~#08
K: Programming & Tech 1 (Category Compilation) #01~#05
M: Grab Bag 1 (Category Compilation) #01~#09
Masahiro Sakurai on Creating Games: Finale Special
N: Game Concepts 1 (Category Compilation) #01~#05
L: Marketing 1 (Category Compilation) #01~#07
A: Work Ethic 2 (Category Compilation) #11~#20
B: Game Essence 2 (Category Compilation) #07~#15
C: Planning & Game Design 2 (Category Compilation) #10~#18
D: Design Specifics 2 (Category Compilation) #09~#18
E: Team Management 2 (Category Compilation) #08~#15
F: Graphics 2 (Category Compilation) #07~#13
G: Animation 2 (Category Compilation) #10~#18
H: Effects 2 (Category Compilation) #07~#11
I: Audio 2 (Category Compilation) #08~#14
J: UI 2 (Category Compilation) #09~#15
K: Programming & Tech 2 (Category Compilation) #06~#09
M: Grab Bag 2 (Category Compilation) #10~#14
N: Game Concepts 2 (Category Compilation) #06~#09
B: Game Essence 3 (Category Compilation) #16~#23