2023 (2023)
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Episodes 122
Flash, Blast, and Smoke [Effects]
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Deconstruct, Analyze, and Rebuild [Planning & Game Design]
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Team Digital or Team Physical? [Grab Bag]
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Kirby Air Ride [Game Concepts]
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Don't Wait to Speak Your Mind [Team Management]
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Don't Anchor Your Center Point [Design Specifics]
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Attack Poses [Animation]
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Get the Sense of Scale Right [Graphics]
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Good Errands and Bad Errands [Planning & Game Design]
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Falling Sells the Feeling of Flight [Game Essence]
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Sora's Work-From-Home Strategies [Grab Bag]
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You'll Forget the Hardship, But the Game Will Endure! [Work Ethic]
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Put Parameters in Brackets [Programming & Tech]
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Game Music and Ambient Sounds [Audio]
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Directors Need to Be Unique [Work Ethic]
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Do We Really Need Enemies? [Game Essence]
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Competing with the Past [Grab Bag]
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Say No to Slow! [Design Specifics]
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Meteos [Game Concepts]
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Consider Rewards First [Game Essence]
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Learn to Count Frames! [Planning & Game Design]
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Follow-Throughs Make the Impact [Animation]
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Loading Screens [UI]
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Visual Effects in Slow Motion [Effects]
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Marketing is Multiplicative [Marketing]
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Games and Eye Strain [Grab Bag]
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Do Competitive Games Have to Be Complex? [Game Essence]
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Just Do It Already! [Work Ethic]
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Units of Speed [Design Specifics]
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Making Tutorials Feel Natural [Planning & Game Design]
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Game Essence in Falling-Block Puzzle Games [Game Essence]
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Mastering Up [Grab Bag]
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Ten People Can Produce Seven People's Work [Team Management]
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Audio as Fiction and Non-Fiction [Audio]
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Supervising Art Through Retouches [Graphics]
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Exaggerate to Make Up for Information Loss [Animation]
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Sodatete! Kouchuu Ouja Mushiking [Game Concepts]
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Emphasizing Text [UI]
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Using Tickets to Manage Tasks [Programming & Tech]
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Praise the Player! [Planning & Game Design]
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The Family Computer (and the NES) [Grab Bag]
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Dying Comes as a Relief? [Game Essence]
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How I Stuck With My Column [Work Ethic]
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An Up-Close Look at Smash Bros. Stages [Graphics]
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Development Secrets of the Original Kirby [Grab Bag]
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Paint an Accurate Picture of Your Game [Marketing]
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Behavior at Ledges [Design Specifics]
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Screen Shake [Effects]
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Don't Be Unresponsive [Planning & Game Design]
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Mountain Climbing Is More Than Just Climbing [Game Essence]
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Posing Suggestions [Animation]
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Voice Recording [Audio]
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Super Smash Bros. Brawl [Game Concepts]
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Don't Rely on a "Plan B" [Work Ethic]
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Canceled Games [Grab Bag]
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Menus Define Your World [UI]
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Branching Tastes [Work Ethic]
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Game Writing is Unique [Planning & Game Design]
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Explain Ideas to Everyone at Once [Team Management]
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The Basics of Pixel Art [Graphics]
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♪ PRESS START [Grab Bag]
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Make Retries Quick [Game Essence]
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Family BASIC [Programming & Tech]
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Maps Are Game Screens, Too [Design Specifics]
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The Fun in Picking Sides [Planning & Game Design]
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Squashing and Scaling [Animation]
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Game Demos [Marketing]
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Daily Report Suggestions [Team Management]
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Games During My Childhood [Grab Bag]
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Kid Icarus: Uprising [Game Concepts]
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Broad Input, Broad Output [Work Ethic]
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Arranging Music [Audio]
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Is Your Game Appealing Enough to Start Over? [Game Essence]
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Motion Sickness in 3D Games [Planning & Game Design]
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Unifying Visual Style [Graphics]
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Hit Marks [Effects]
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The Team Behind Super Smash Bros. Brawl [Grab Bag]
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Color-Coding Your Game [UI]
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Game Essence in Shooting Games [Game Essence]
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Super Smash Bros. for 3DS / Wii U [Game Concepts]
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Bug Testing Never Ends [Team Management]
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Staying Organized with Hierarchical Outlines [Planning & Game Design]
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A Fight Between Live Action and Animation [Graphics]
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Guidelines [Grab Bag]
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Masahiro Sakurai on Creating Games Introduction Video
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Unexpected Results [Design Specifics]
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Damage Animations [Animation]
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Official Websites [Marketing]
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Keep Your Internal Pressure High [Work Ethic]
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Knockback in Super Smash Bros. [Programming & Tech]
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The Original Piece is Always Right [Audio]
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Make Important Elements Bigger [UI]
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More Game Essence Means Less Broad Appeal [Game Essence]
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Show and Tell: Some Rare Belongings [Grab Bag]
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The Perils of Interpolation [Animation]
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Planning Your Game’s Rewards [Planning & Game Design]
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Do Graphics Impact Fun? [Graphics]
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Billboards [Effects]
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Flick Input [Design Specifics]
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Special Crossover! #1 [Special]
For our portion of the Retro Game Master crossover, we take a tour through a curated selection of arcade games released between 1978 and 1987—"The Space Invaders Decade".
We hope it provides a unique look at the history and evolution of video games!
Read MoreSpecial Crossover! #2 [Special]
The second installment of the Retro Game Master crossover is here!
Join me as I play classic arcade games with legendary Let's Player Arino Kacho. In the four short years covered in this episode, games evolved rather dramatically!
Read MoreSpecial Crossover! #3 [Special]
Welcome to the final episode of the Retro Game Master crossover!
I never imagined doing a crossover like this—I'm so glad we had a chance to play so many games!
Read MoreThe Majority Shouldn't Always Rule [Work Ethic]
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The Shoryuken Command [Game Essence]
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Super Smash Bros. Ultimate [Game Concepts]
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Avoiding Comparison [Planning & Game Design]
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Making Games as Part of a Company [Team Management]
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Fighter Reveal Videos [Marketing]
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Making Sequels [Planning & Game Design]
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Odds and Ends of Supervising [Graphics]
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Facial Animations [Animation]
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Strong Attack, Light Reverb [Audio]
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Game & Watch Designs [Grab Bag]
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I Want to Choose Fast! [UI]
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The Pros and Cons of Leaderboards [Game Essence]
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The Power of Suggestion [Work Ethic]
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How Multiple People Work on One File [Programming & Tech]
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Teaching Players How to Play [Design Specifics]
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Making Things Look Miniature [Graphics]
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It’s Easier If They Already Know [Planning & Game Design]
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Creators Change, Too [Grab Bag]
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Finish Everything Within the Day [Team Management]
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