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:
Mountain Climbing Is More Than Just Climbing [Game Essence]
In theory, a game will feel best when player strength is balanced. But if enemies get stronger at the same pace the player does, there’s less fun to be had.
Don’t Be Unresponsive [Planning & Game Design]
When a player presses a button, they expect a response—so don’t you think it’s best to make sure they get one?
Screen Shake [Effects]
Screen shake is a great way to immerse players in your game. Of course, you have to be careful not to overdo it, but using the entire screen to emphasize a given moment can be extremely effective.
Behavior at Ledges [Design Specifics]
Most games with gravity have ledges that you can fall off. Today I’ll be talking about a number of ways behavior is handled at such ledges.
Paint an Accurate Picture of Your Game [Marketing]
Let’s say you buy a nice burger, only to find out it’s cake when you take a bite. You wouldn’t be too happy, would you?
The same goes for games: a game’s title and packaging should tell players what to expect when they dig in!
Development Secrets of the Original Kirby [Grab Bag]
This is the 100th episode!
And the release date of Kirby’s Dream Land.
To commemorate (?) this milestone, I’ll be sharing a presentation I gave in the past.
An Up-Close Look at Smash Bros. Stages [Graphics]
This time, we’ll take a tour through several stages from Smash Bros. Ultimate.
As I expressed in my most recent Effects video, examining the assets that made it into the game will help explain things better than any presentation I could give.
How I Stuck With My Column [Work Ethic]
My Weekly Famitsu column, Think About the Video Games, ran for 18 years and 9 months. How did I manage to keep it going that long? You’ll find out in this video.
Dying Comes as a Relief? [Game Essence]
A study found that players feel anxiety after defeating an opponent, and relief when they themselves are defeated. You’d expect it would be the opposite, right?
Praise the Player! [Planning & Game Design]
People play games to feel good! Don’t hold back on praising them at every step along the way!
Using Tickets to Manage Tasks [Programming & Tech]
Today, I’ll give a general overview on how to manage and track tasks over the course of a project. No matter what the scope is of your game, you’ll want to have a system like this.
Emphasizing Text [UI]
When making a game, it’s possible to add effects to your text and subtitles. Depending on what kind of game you’re making, these can be great tools to increase the emotion and expression beyond what’s expected from just plain text.
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
3 thoughts on “Video: Super Smash Bros. Ultimate director Masahiro Sakurai explains how there’s less fun to be had if enemies get stronger at the same pace the player does”