Game & Watch Designs [Grab Bag]

Writing:
  • Masahiro Sakurai

Stars:
Release Date: 2022-08-24
Seasons: 1 2 3
TMDb: 0.0/10
  • Language: 日本語

Other episodes for this season

Flash, Blast, and Smoke [Effects]
Episode 1 - Flash, Blast, and Smoke [...
Deconstruct, Analyze, and Rebuild [Planning & Game Design]
Episode 2 - Deconstruct, Analyze, and...
Team Digital or Team Physical? [Grab Bag]
Episode 3 - Team Digital or Team Phys...
Kirby Air Ride [Game Concepts]
Episode 4 - Kirby Air Ride [Game Conc...
Don't Wait to Speak Your Mind [Team Management]
Episode 5 - Don't Wait to Speak Your...
Don't Anchor Your Center Point [Design Specifics]
Episode 6 - Don't Anchor Your Center...
Attack Poses [Animation]
Episode 7 - Attack Poses [Animation]
Get the Sense of Scale Right [Graphics]
Episode 8 - Get the Sense of Scale Ri...
Good Errands and Bad Errands [Planning & Game Design]
Episode 9 - Good Errands and Bad Erra...
Falling Sells the Feeling of Flight [Game Essence]
Episode 10 - Falling Sells the Feeling...
Sora's Work-From-Home Strategies [Grab Bag]
Episode 11 - Sora's Work-From-Home Str...
You'll Forget the Hardship, But the Game Will Endure! [Work Ethic]
Episode 12 - You'll Forget the Hardshi...
Put Parameters in Brackets [Programming & Tech]
Episode 13 - Put Parameters in Bracket...
Game Music and Ambient Sounds [Audio]
Episode 14 - Game Music and Ambient So...
Directors Need to Be Unique [Work Ethic]
Episode 15 - Directors Need to Be Uniq...
Do We Really Need Enemies? [Game Essence]
Episode 16 - Do We Really Need Enemies...
Competing with the Past [Grab Bag]
Episode 17 - Competing with the Past [...
Say No to Slow! [Design Specifics]
Episode 18 - Say No to Slow! [Design S...
Meteos [Game Concepts]
Episode 19 - Meteos [Game Concepts]
Consider Rewards First [Game Essence]
Episode 20 - Consider Rewards First [G...
Learn to Count Frames! [Planning & Game Design]
Episode 21 - Learn to Count Frames! [P...
Follow-Throughs Make the Impact [Animation]
Episode 22 - Follow-Throughs Make the...
Loading Screens [UI]
Episode 23 - Loading Screens [UI]
Visual Effects in Slow Motion [Effects]
Episode 24 - Visual Effects in Slow Mo...
Marketing is Multiplicative [Marketing]
Episode 25 - Marketing is Multiplicati...
Games and Eye Strain [Grab Bag]
Episode 26 - Games and Eye Strain [Gra...
Do Competitive Games Have to Be Complex? [Game Essence]
Episode 27 - Do Competitive Games Have...
Just Do It Already! [Work Ethic]
Episode 28 - Just Do It Already! [Work...
Units of Speed [Design Specifics]
Episode 29 - Units of Speed [Design Sp...
Making Tutorials Feel Natural [Planning & Game Design]
Episode 30 - Making Tutorials Feel Nat...
Game Essence in Falling-Block Puzzle Games [Game Essence]
Episode 31 - Game Essence in Falling-B...
Mastering Up [Grab Bag]
Episode 32 - Mastering Up [Grab Bag]
Ten People Can Produce Seven People's Work [Team Management]
Episode 33 - Ten People Can Produce Se...
Audio as Fiction and Non-Fiction [Audio]
Episode 34 - Audio as Fiction and Non-...
Supervising Art Through Retouches [Graphics]
Episode 35 - Supervising Art Through R...
Exaggerate to Make Up for Information Loss [Animation]
Episode 36 - Exaggerate to Make Up for...
Sodatete! Kouchuu Ouja Mushiking [Game Concepts]
Episode 37 - Sodatete! Kouchuu Ouja Mu...
Emphasizing Text [UI]
Episode 38 - Emphasizing Text [UI]
Using Tickets to Manage Tasks [Programming & Tech]
Episode 39 - Using Tickets to Manage T...
Praise the Player! [Planning & Game Design]
Episode 40 - Praise the Player! [Plann...
The Family Computer (and the NES) [Grab Bag]
Episode 41 - The Family Computer (and...
Dying Comes as a Relief? [Game Essence]
Episode 42 - Dying Comes as a Relief?...
How I Stuck With My Column [Work Ethic]
Episode 43 - How I Stuck With My Colum...
An Up-Close Look at Smash Bros. Stages [Graphics]
Episode 44 - An Up-Close Look at Smash...
Development Secrets of the Original Kirby [Grab Bag]
Episode 45 - Development Secrets of th...
Paint an Accurate Picture of Your Game [Marketing]
Episode 46 - Paint an Accurate Picture...
Behavior at Ledges [Design Specifics]
Episode 47 - Behavior at Ledges [Desig...
Screen Shake [Effects]
Episode 48 - Screen Shake [Effects]
Don't Be Unresponsive [Planning & Game Design]
Episode 49 - Don't Be Unresponsive [Pl...
Mountain Climbing Is More Than Just Climbing [Game Essence]
Episode 50 - Mountain Climbing Is More...
Posing Suggestions [Animation]
Episode 51 - Posing Suggestions [Anima...
Voice Recording [Audio]
Episode 52 - Voice Recording [Audio]
Super Smash Bros. Brawl [Game Concepts]
Episode 53 - Super Smash Bros. Brawl [...
Don't Rely on a
Episode 54 - Don't Rely on a "Plan B"...
Canceled Games [Grab Bag]
Episode 55 - Canceled Games [Grab Bag]
Menus Define Your World [UI]
Episode 56 - Menus Define Your World [...
Branching Tastes [Work Ethic]
Episode 57 - Branching Tastes [Work Et...
Game Writing is Unique [Planning & Game Design]
Episode 58 - Game Writing is Unique [P...
Explain Ideas to Everyone at Once [Team Management]
Episode 59 - Explain Ideas to Everyone...
The Basics of Pixel Art [Graphics]
Episode 60 - The Basics of Pixel Art [...
♪ PRESS START [Grab Bag]
Episode 61 - ♪ PRESS START [Grab Bag]
Make Retries Quick [Game Essence]
Episode 62 - Make Retries Quick [Game...
Family BASIC [Programming & Tech]
Episode 63 - Family BASIC [Programming...
Maps Are Game Screens, Too [Design Specifics]
Episode 64 - Maps Are Game Screens, To...
The Fun in Picking Sides [Planning & Game Design]
Episode 65 - The Fun in Picking Sides...
Squashing and Scaling [Animation]
Episode 66 - Squashing and Scaling [An...
Game Demos [Marketing]
Episode 67 - Game Demos [Marketing]
Daily Report Suggestions [Team Management]
Episode 68 - Daily Report Suggestions...
Games During My Childhood [Grab Bag]
Episode 69 - Games During My Childhood...
Kid Icarus: Uprising [Game Concepts]
Episode 70 - Kid Icarus: Uprising [Gam...
Broad Input, Broad Output [Work Ethic]
Episode 71 - Broad Input, Broad Output...
Arranging Music [Audio]
Episode 72 - Arranging Music [Audio]
Is Your Game Appealing Enough to Start Over? [Game Essence]
Episode 73 - Is Your Game Appealing En...
Motion Sickness in 3D Games [Planning & Game Design]
Episode 74 - Motion Sickness in 3D Gam...
Unifying Visual Style [Graphics]
Episode 75 - Unifying Visual Style [Gr...
Hit Marks [Effects]
Episode 76 - Hit Marks [Effects]
The Team Behind Super Smash Bros. Brawl [Grab Bag]
Episode 77 - The Team Behind Super Sma...
Color-Coding Your Game [UI]
Episode 78 - Color-Coding Your Game [U...
Game Essence in Shooting Games [Game Essence]
Episode 79 - Game Essence in Shooting...
Super Smash Bros. for 3DS / Wii U [Game Concepts]
Episode 80 - Super Smash Bros. for 3DS...
Bug Testing Never Ends [Team Management]
Episode 81 - Bug Testing Never Ends [T...
Staying Organized with Hierarchical Outlines [Planning & Game Design]
Episode 82 - Staying Organized with Hi...
A Fight Between Live Action and Animation [Graphics]
Episode 83 - A Fight Between Live Acti...
Guidelines [Grab Bag]
Episode 84 - Guidelines [Grab Bag]
Masahiro Sakurai on Creating Games Introduction Video
Episode 85 - Masahiro Sakurai on Creat...
Unexpected Results [Design Specifics]
Episode 86 - Unexpected Results [Desig...
Damage Animations [Animation]
Episode 87 - Damage Animations [Animat...
Official Websites [Marketing]
Episode 88 - Official Websites [Market...
Keep Your Internal Pressure High [Work Ethic]
Episode 89 - Keep Your Internal Pressu...
Knockback in Super Smash Bros. [Programming & Tech]
Episode 90 - Knockback in Super Smash...
The Original Piece is Always Right [Audio]
Episode 91 - The Original Piece is Alw...
Make Important Elements Bigger [UI]
Episode 92 - Make Important Elements B...
More Game Essence Means Less Broad Appeal [Game Essence]
Episode 93 - More Game Essence Means L...
Show and Tell: Some Rare Belongings [Grab Bag]
Episode 94 - Show and Tell: Some Rare...
The Perils of Interpolation [Animation]
Episode 95 - The Perils of Interpolati...
Planning Your Game’s Rewards [Planning & Game Design]
Episode 96 - Planning Your Game’s Rewa...
Do Graphics Impact Fun? [Graphics]
Episode 97 - Do Graphics Impact Fun? [...
Billboards [Effects]
Episode 98 - Billboards [Effects]
Flick Input [Design Specifics]
Episode 99 - Flick Input [Design Speci...
Special Crossover! #1 [Special]
Episode 100 - Special Crossover! #1 [Sp...
Special Crossover! #2 [Special]
Episode 101 - Special Crossover! #2 [Sp...
Special Crossover! #3 [Special]
Episode 102 - Special Crossover! #3 [Sp...
The Majority Shouldn't Always Rule [Work Ethic]
Episode 103 - The Majority Shouldn't Al...
The Shoryuken Command [Game Essence]
Episode 104 - The Shoryuken Command [Ga...
Super Smash Bros. Ultimate [Game Concepts]
Episode 105 - Super Smash Bros. Ultimat...
Avoiding Comparison [Planning & Game Design]
Episode 106 - Avoiding Comparison [Plan...
Making Games as Part of a Company [Team Management]
Episode 107 - Making Games as Part of a...
Fighter Reveal Videos [Marketing]
Episode 108 - Fighter Reveal Videos [Ma...
Making Sequels [Planning & Game Design]
Episode 109 - Making Sequels [Planning...
Odds and Ends of Supervising [Graphics]
Episode 110 - Odds and Ends of Supervis...
Facial Animations [Animation]
Episode 111 - Facial Animations [Animat...
Strong Attack, Light Reverb [Audio]
Episode 112 - Strong Attack, Light Reve...
Game & Watch Designs [Grab Bag]
Episode 113 - Game & Watch Designs [Grab Bag]
I Want to Choose Fast! [UI]
Episode 114 - I Want to Choose Fast! [U...
The Pros and Cons of Leaderboards [Game Essence]
Episode 115 - The Pros and Cons of Lead...
The Power of Suggestion [Work Ethic]
Episode 116 - The Power of Suggestion [...
How Multiple People Work on One File [Programming & Tech]
Episode 117 - How Multiple People Work...
Teaching Players How to Play [Design Specifics]
Episode 118 - Teaching Players How to P...
Making Things Look Miniature [Graphics]
Episode 119 - Making Things Look Miniat...
It’s Easier If They Already Know [Planning & Game Design]
Episode 120 - It’s Easier If They Alrea...
Creators Change, Too [Grab Bag]
Episode 121 - Creators Change, Too [Gra...
Finish Everything Within the Day [Team Management]
Episode 122 - Finish Everything Within...