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Masahiro Sakurai on Creating Games - Season 2 Episode 18 Say No to Slow! [Design Specifics]

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First Air Date: Aug 24, 2022

Last Air date: Oct 22, 2024

Season: 3 Season

Episode: 273 Episode

Runtime: 26 minutes

IMDb: 0.00/10 by 0.00 users

Popularity: 21.644

Language: Japanese

Keyword :
Episode 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] Special Crossover! #2 [Special] Special Crossover! #3 [Special] 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]