Video: Super Smash Bros. Ultimate director Masahiro Sakurai discusses the follow-through period of recovery that follows certain animations such as attacks in games

Super Smash Bros. Ultimate director Masahiro Sakurai has started a new YouTube channel called “Masahiro Sakurai on Creating Games.” Check out the latest batch of uploaded content via the embedded video below:

Follow-Throughs Make the Impact [Animation]

The follow-through is the period of recovery that follows certain animations such as attacks.
The real takeaway from this video is just how long this period can be!

[ G03_Breaking Down Attack Animations ]:

Learn to Count Frames! [Planning & Game Design]

I’ve been told it’s an unusual skill, but the ability to count frames—even just approximately—can really come in handy when making games, since they control the flow of time.
In this video, I’ll show you a few tricks that might help you do it yourself!

[ G01_Assigning Animations ]:

Consider Rewards First [Game Essence]

All games need rewards, but simply having them isn’t enough. You also need ways for players to spend or use them, which will ultimately lead to making your game more fun.

About This Channel

Join me as I kick off my new channel, “Masahiro Sakurai on Creating Games,” with an overview of the kinds of things I’ll be talking about.
Why am I making a channel, exactly?
You’ll find out in this video.

Source: Masahiro Sakurai

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