...On Creating Games\\\\\Masahiro Sakurai\2022-
system
\A Fight Between\Live Action and Animation\\[Graphics]
\A Small Window Into the World\\[Planning & Game Design]
\Arranging Music\\[Audio]
\Assigning Animations\\[Animation]
\Attack Poses\\[Animation]
\Audio as Fiction and Non-Fiction\\[Audio]
\Behavior at Ledges\\[Design Specifics]
\Branching Tastes\\[Work Ethic]
\Breaking Down Attack Animations\\[Animation]
\Broad Input, Broad Output\\[Work Ethic]
\Bug Testing Never Ends\\[Team Management]
\Clarity vs. Style\\[UI]
\Color-Coding Your Game\\[UI]
\Competing with the Past\\[Grab Bag]
\Consider Rewards First\\[Game Essence]
\Daily Report Suggestions\\[Team Management]
\Deconstruct, Analyze, and Rebuild\\[Planning & Game Design]
\Directors Need to Be Unique\\[Work Ethic]
\Distinguishing Between\Major and Minor Elements\\[Graphics]
\Do Competitive Games\Have to Be Complex?\\[Game Essence]
\Do We Really Need Enemies?\\[Game Essence]
\Don't Anchor Your Center Point\\[Design Specifics]
\Don't Be Unresponsive\\[Planning & Game Design]
\Don't Rely on a \"Plan B\"\\[Work Ethic]
\Don't Wait to Speak Your Mind\\[Team Management]
\Down with Lag!\\[Grab Bag]
\Draw the Light, Not the Asset\\[Graphics]
\Dying Comes as a Relief?\\[Game Essence]
\Eight Hit Stop Techniques\\[Design Specifics]
\Emphasize Objects with Collision\\[Graphics]
\Emphasizing Text\\[UI]
\Exaggerate to Make Up\for Information Loss\\[Animation]
\Exercise While You Game!\\[Grab Bag]
\Explain Ideas\to Everyone at Once\\[Team Management]
\Falling Sells\the Feeling of Flight\\[Game Essence]
\Family BASIC\\[Programming & Tech]
\Flash, Blast, and Smoke\\[Effects]
\Follow-Throughs Make the Impact\\[Animation]
\Frame Rates\\[Planning & Game Design]
\Fun Beyond Game Essence\\[Game Essence]
\Game Awards\\[Grab Bag]
\Game Demos\\[Marketing]
\Game Development Isn't a Game\\[Work Ethic]
\Game Essence in\Falling-Block Puzzle Games\\[Game Essence]
\Game Essence in\Role-Playing Games\\[Game Essence]
\Game Essence in\Shooting Games\\[Game Essence]
\Game Music and Ambient Sounds\\[Audio]
\Game Writing is Unique\\[Planning & Game Design]
\Games and Eye Strain\\[Grab Bag]
\Get the Sense of Scale Right\\[Graphics]
\Giving \"Weight\" to Buttons\\[Design Specifics]
\Good Errands and Bad Errands\\[Planning & Game Design]
\Hit Marks\\[Effects]
\How I Stuck With My Column\\[Work Ethic]
\Is Your Game Appealing Enough\to Start Over?\\[Game Essence]
\Jobs in Game Development\\[Team Management]
\Jump Physics\\[Design Specifics]
\Just Do It Already!\\[Work Ethic]
\Just Let Them Play!\\[Planning & Game Design]
\Keeping Rewards in Sight\\[Planning & Game Design]
\Learn to Count Frames!\\[Planning & Game Design]
\Let Players Cheat the System\\[Game Essence]
\Let Your Characters Shine\\[Effects]
\Listen in Various Environments\\[Audio]
\Loading Screens\\[UI]
\Make It \"Pop\"\\[Effects]
\Make Retries Quick\\[Game Essence]
\Make the Tempo Match the Game\\[Audio]
\Making a Living Making Games\\[Planning & Game Design]
\Making Lead-ins Instant and Impactful\\[Animation]
\Making Tutorials Feel Natural\\[Planning & Game Design]
\Making Your Game Easy to Tune\\[Programming & Tech]
\Maps Are Game Screens, Too\\[Design Specifics]
\Marketing is Multiplicative\\[Marketing]
\Mastering Up\\[Grab Bag]
\Menus Define Your World\\[UI]
\Modern Quality of Life Features\\[UI]
\Motion Sickness in 3D Games\\[Planning & Game Design]
\Mountain Climbing Is\More Than Just Climbing\\[Game Essence]
\Name Files Logically\\[Programming & Tech]
\Paint an Accurate Picture of Your Game\\[Marketing]
\Posing Suggestions\\[Animation]
\Praise the Player!\\[Planning & Game Design]
\Prep Your Proposals Hot and Fast\\[Work Ethic]
\Presentations Are All About Speed!\\[Work Ethic]
\Put Parameters in Brackets\\[Programming & Tech]
\Risk and Reward\\[Game Essence]
\Say No to Slow!\\[Design Specifics]
\Screen Shake\\[Effects]
\Sharing Info Within a Team\\[Team Management]
\Sora's Work-From-Home Strategies\\[Grab Bag]
\Spec Changes\\[Work Ethic]
\Squashing and Scaling\\[Animation]
\Squeeze and Release\\[Game Essence]
\Staying Organized with\Hierarchical Outlines\\[Planning & Game Design]
\Stop for Big Moments!\\[Design Specifics]
\Strike a Balance with Sound Effects\\[Audio]
\Supervising Art Through Retouches\\[Graphics]
\Team Digital or Team Physical?\\[Grab Bag]
\Ten People Can Produce\Seven People's Work\\[Team Management]
\Text Size\\[UI]
\That Was Then, This Is Now\\[Grab Bag]
\The Basics of Pixel Art\\[Graphics]
\The Fiend's Cauldron\\[Game Essence]
\The Fun in Picking Sides\\[Planning & Game Design]
\The Potential of One Button\\[Planning & Game Design]
\Too Much is Just Right\\[Animation]
\Try Telling That to the Player\\[Work Ethic]
\Unifying Visual Style\\[Graphics]
\Units of Speed\\[Design Specifics]
\Using Tickets to Manage Tasks\\[Programming & Tech]
\Visual Effects in Slow Motion\\[Effects]
\Voice Recording\\[Audio]
\Writing Game Proposals\\[Work Ethic]
\You'll Forget the Hardship,\But the Game Will Endure!\\[Work Ethic]
