Games shown in Sakurai's "Creating Games" essays

Nothing here!


Clarity vs. Style (2:02)
Fun Beyond Game Essence
Falling Sells the Feeling of Flight
Audio as Fiction and Non-Fiction
The Basics of Pixel Art
Frame Rates
Jump Physics
Don't Anchor Your Center Point
Game Music and Ambient Sounds
Mountain Climbing Is More Than Just Climbing
Loading Screens
Directors Need to Be Unique
Making Tutorials Feel Natural (the video says it's Portal 2 but it's wrong)
Do We Really Need Enemies?
Frame Rates (0:27)
About This Channel
Masahiro Sakurai's Creative Works
Stop for Big Moments!
Down with Lag!
Assigning Animations
Make It "Pop"
Let Your Characters Shine
Clarity vs. Style
supergreatfriend
Giving "Weight" to Buttons
Kirby Super Star
Name Files Logically
Too Much is Just Right
Emphasize Objects with Collision
Strike a Balance with Sound Effects
Text Size
Let Your Characters Shine
Breaking Down Attack Animations
Jump Physics
The Fiend's Cauldron
Distinguishing Between Major and Minor Elements
Making Your Game Easy to Tune
Eight Hit Stop Techniques
Making Lead-ins Instant and Impactful
Listen in Various Environments
Flash, Blast, and Smoke
Team Digital or Team Physical? (technically)
Don't Anchor Your Center Point
Attack Poses
Get the Sense of Scale Right
Game Music and Ambient Sounds
Consider Rewards First
Learn to Count Frames!
Follow-Throughs Make the Impact
Visual Effects in Slow Motion
Games and Eye Strain

...look, it shows up in a lot of videos. I'm probably not gonna be keeping this specific one up-to-date
Game Music and Ambient Sounds
Do We Really Need Enemies?
Say No to Slow!
Exaggerate to Make Up for Information Loss
Paint an Accurate Picture of Your Game
Mountain Climbing Is More Than Just Climbing
That Was Then, This Is Now
Maps Are Game Screens, Too
Down with Lag
Clarity vs. Style
Exercise While You Game!
Competing with the Past
Games and Eye Strain
Paint an Accurate Picture of Your Game
Let Players Cheat the System
Game Music and Ambient Sounds
Consider Rewards First
That Was Then, This Is Now
Don't Anchor Your Center Point
Distinguishing Between Major and Minor Elements
The Potential of One Button
Fun Beyond Game Essence
Text Size
Consider Rewards First
Emphasizing Text
Team Digital or Team Physical? (technically)
Don't Be Unresponsive
Masahiro Sakurai's Creative Works
Say No to Slow!
Exaggerate to Make Up for Information Loss
The Family Computer (and the NES) (boxart only)
Game Music and Ambient Sounds
Behavior at Ledges
Kirby's Dream Land (1:47)
Frame Rates (0:40)
Do We Really Need Enemies?
Risk and Reward
Kirby Super Star
Jump Physics
The Family Computer (and the NES)
Down with Lag
Loading Screens
Directors Need to Be Unique
Game Music and Ambient Sounds
Dying Comes as a Relief?
Falling Sells the Feeling of Flight
Game Essence in Role-Playing Games (1:53)
Just Let Them Play! (1:33)
Clarity vs. Style (0:50)
Fun Beyond Game Essence
Game Music and Ambient Sounds
Do We Really Need Enemies?
Say No to Slow!
A Small Window Into the World
Team Digital or Team Physical? (technically)
Learn to Count Frames!
Make Retries Quick
Say No to Slow!
Loading Screens
Let Players Cheat the System
Making Tutorials Feel Natural
That Was Then, This Is Now
Masahiro Sakurai's Creative Works
Super Smash Bros. Melee
Super Smash Bros. Brawl
Just Let Them Play! (2:00)
That Was Then, This Is Now
Do We Really Need Enemies?
That Was Then, This Is Now
Game Music and Ambient Sounds
Mastering Up (boxart only)
The Family Computer (and the NES) (boxart only)
Don't Anchor Your Center Point
Game Demos (Demo)
Risk and Reward (8:46)
Competing with the Past (boxart only)
Kirby Super Star
Jump Physics
Frame Rates (2:45)
Do We Really Need Enemies?
Get the Sense of Scale Right
Clarity vs. Style (1:39)
Dying Comes as a Relief?
That Was Then, This Is Now
Game Music and Ambient Sounds
Behavior at Ledges
Menus Define Your World
Directors Need to Be Unique
The Family Computer (and the NES) (boxart only)
Frame Rates (1:48)
Loading Screens
Directors Need to Be Unique
Directors Need to Be Unique
Exercize While You Game!
Mastering Up (boxart only)
Masahiro Sakurai's Creative Works
Let Your Characters Shine
That Was Then, This Is Now
Maps Are Game Screens, Too
Paint an Accurate Picture of Your Game
Game Music and Ambient Sounds
Masahiro Sakurai's Creative Works
Super Smash Bros.
Game Music and Ambient Sounds
Game Essence in Falling-Block Puzzle Games
Giving "Weight" to Buttons
The Family Computer (and the NES) (boxart only)
That Was Then, This Is Now
Text Size
Mastering Up (boxart only)
Risk and Reward (8:45)
Fun Beyond Game Essence
Let Players Cheat the System
That Was Then, This Is Now
Falling Sells the Feeling of Flight
Team Digital or Team Physical? (technically)
Directors Need to Be Unique
Giving "Weight" to Buttons
That Was Then, This Is Now
About This Channel (0:54)
That Was Then, This Is Now
Competing with the Past (boxart only)
The Family Computer (and the NES) (boxart only)
Too Much is Just Right
Let Players Cheat the System
Game Music and Ambient Sounds
Learn to Count Frames!
Directors Need to Be Unique
That Was Then, This Is Now
About This Channel (0:50)
Do We Really Need Enemies?
Down with Lag!
Making Tutorials Feel Natural
About This Channel (0:49)
Squeeze and Release (0:48)
Clarity vs. Style
Competing with the Past
Maps Are Game Screens, Too
Do We Really Need Enemies?
Make Retries Quick
Consider Rewards First
A Small Window Into the World
That Was Then, This Is Now
Deconstruct, Analyze, and Rebuild
Don't Anchor Your Center Point
Game Music and Ambient Sounds
Praise the Player!
Maps Are Game Screens, Too
Falling Sells the Feeling of Flight
That Was Then, This Is Now

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