Video: Super Smash Bros. Ultimate director Masahiro Sakurai explains how it’s not nearly as big a relief as you might expect when your game is finished and ready to be shipped

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:

Mastering Up [Grab Bag]

When your game is finished and ready to be shipped, that’s called “mastering up,” or “going gold.” Congratulations—you did it! But I should warn you, it’s not nearly as big a relief as you might expect…

Game Essence in Falling-Block Puzzle Games [Game Essence]

I touched on this a bit in my Meteos video, but today, I’d like to take another look at the game essence in falling-block puzzle games.
Rather than imitate other games, you’ll do much better if you understand the core principles!

Making Tutorials Feel Natural [Planning & Game Design]

Since games rarely come with instruction manuals these days, using tutorials to teach the controls is more important than ever.
If possible, you want players to learn, but also feel like they’re making progress at the same time.

Units of Speed [Design Specifics]

Like time, speed is a vital factor that influences every part of a game! But if you can’t convey it properly when writing spec sheets or parameters, you won’t get anywhere.

Just Do It Already! [Work Ethic]

My advice today doesn’t apply only to game creators—everyone can benefit from taking it to heart.
If you want to get your creative engine going, you’ll first need to give it a shove. Don’t wait—get moving already!

Do Competitive Games Have to Be Complex? [Game Essence]

Competitive games tend to be rather complicated. The same goes for Smash Bros. Ultimate, if you ask me. So…how exactly do we lower the barrier to entry for these kinds of games?

Games and Eye Strain [Grab Bag]

In today’s Grab Bag episode, I’ll talk about my struggles with dry eyes. Though they have felt a little better lately…
I especially notice smartphone and HDR screens putting a strain on my eyes.

Marketing is Multiplicative [Marketing]

It’s time to introduce a new category: Marketing!
No matter how good your game is, it may as well not exist if people don’t know about it. It’s not enough to only put effort into developing something special—you need to spread the word, too!

Visual Effects in Slow Motion [Effects]

The effects I’ve discussed so far are all present in the visuals of games, so if you watch carefully, you can learn even without explanation!

Today, I’d like to slow down and take a deliberate look at some effects. Let’s see what they can show us!

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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