
Watch Masahiro Sakurai on Creating Games (2022) Online Free
Cast
Episodes
Season 1 55 episodes
- E01 About This Channel
- E02 Masahiro Sakurai's Creative Works
- E03 Stop for Big Moments! [Design Specifics]
- E04 Kirby's Dream Land [Game Concepts]]
- E05 Frame Rates [Planning & Game Design]
- E06 Risk and Reward [Game Essence]
- E07 Game Development Isn't a Game [Work Ethic]
- E08 Down with Lag! [Grab Bag]
- E09 Squeeze and Release [Game Essence]
- E10 Draw the Light, Not the Asset [Graphics]
- E11 Kirby's Adventure [Game Concepts]
- E12 Presentations Are All About Speed! [Work Ethic]
- E13 Game Awards [Grab Bag]
- E14 Assigning Animations [Animation]
- E15 Game Essence in Role-Playing Games [Game Essence]
- E16 Make It "Pop" [Effects]
- E17 Just Let Them Play! [Planning & Game Design]
- E18 Clarity vs. Style [UI]
- E19 Giving "Weight" to Buttons [Design Specifics]
- E20 Kirby Super Star [Game Concepts]
- E21 Try Telling That to the Player [Work Ethic]
- E22 Name Files Logically [Programming & Tech]
- E23 Keeping Rewards in Sight [Planning & Game Design]
- E24 Exercise While You Game! [Grab Bag]
- E25 Make the Tempo Match the Game [Audio]
- E26 Fun Beyond Game Essence [Game Essence]
- E27 Super Smash Bros. [Game Concepts]
- E28 Too Much is Just Right [Animation]
- E29 Spec Changes [Work Ethic]
- E30 Emphasize Objects with Collision [Graphics]
- E31 The Price of Games [Grab Bag]
- E32 Strike a Balance with Sound Effects [Audio]
- E33 Text Size [UI]
- E34 Making a Living Making Games [Planning & Game Design]
- E35 Let Your Characters Shine [Effects]
- E36 Breaking Down Attack Animations [Animation]
- E37 Jump Physics [Design Specifics]
- E38 Writing Game Proposals [Work Ethic]
- E39 My Feline Friend, Fukurashi [Grab Bag]
- E40 Super Smash Bros. Melee [Game Concepts]
- E41 The Fiend's Cauldron [Game Essence]
- E42 A Small Window Into the World [Planning & Game Design]
- E43 Sharing Info Within a Team [Team Management]
- E44 Distinguishing Between Major and Minor Elements [Graphics]
- E45 That Was Then, This Is Now [Grab Bag]
- E46 Making Your Game Easy to Tune [Programming & Tech]
- E47 Eight Hit Stop Techniques [Design Specifics]
- E48 Let Players Cheat the System [Game Essence]
- E49 Making Lead-ins Instant and Impactful [Animation]
- E50 Jobs in Game Development [Team Management]
- E51 The Potential of One Button [Planning & Game Design]
- E52 Prep Your Proposals Hot and Fast [Work Ethic]
- E53 Sora Ltd. [Grab Bag]
- E54 Listen in Various Environments [Audio]
- E55 Modern Quality of Life Features [UI]
Season 2 122 episodes
- E01 Flash, Blast, and Smoke [Effects]
- E02 Deconstruct, Analyze, and Rebuild [Planning & Game Design]
- E03 Team Digital or Team Physical? [Grab Bag]
- E04 Kirby Air Ride [Game Concepts]
- E05 Don't Wait to Speak Your Mind [Team Management]
- E06 Don't Anchor Your Center Point [Design Specifics]
- E07 Attack Poses [Animation]
- E08 Get the Sense of Scale Right [Graphics]
- E09 Good Errands and Bad Errands [Planning & Game Design]
- E10 Falling Sells the Feeling of Flight [Game Essence]
- E11 Sora's Work-From-Home Strategies [Grab Bag]
- E12 You'll Forget the Hardship, But the Game Will Endure! [Work Ethic]
- E13 Put Parameters in Brackets [Programming & Tech]
- E14 Game Music and Ambient Sounds [Audio]
- E15 Directors Need to Be Unique [Work Ethic]
- E16 Do We Really Need Enemies? [Game Essence]
- E17 Competing with the Past [Grab Bag]
- E18 Say No to Slow! [Design Specifics]
- E19 Meteos [Game Concepts]
- E20 Consider Rewards First [Game Essence]
- E21 Learn to Count Frames! [Planning & Game Design]
- E22 Follow-Throughs Make the Impact [Animation]
- E23 Loading Screens [UI]
- E24 Visual Effects in Slow Motion [Effects]
- E25 Marketing is Multiplicative [Marketing]
- E26 Games and Eye Strain [Grab Bag]
- E27 Do Competitive Games Have to Be Complex? [Game Essence]
- E28 Just Do It Already! [Work Ethic]
- E29 Units of Speed [Design Specifics]
- E30 Making Tutorials Feel Natural [Planning & Game Design]
- E31 Game Essence in Falling-Block Puzzle Games [Game Essence]
- E32 Mastering Up [Grab Bag]
- E33 Ten People Can Produce Seven People's Work [Team Management]
- E34 Audio as Fiction and Non-Fiction [Audio]
- E35 Supervising Art Through Retouches [Graphics]
- E36 Exaggerate to Make Up for Information Loss [Animation]
- E37 Sodatete! Kouchuu Ouja Mushiking [Game Concepts]
- E38 Emphasizing Text [UI]
- E39 Using Tickets to Manage Tasks [Programming & Tech]
- E40 Praise the Player! [Planning & Game Design]
- E41 The Family Computer (and the NES) [Grab Bag]
- E42 Dying Comes as a Relief? [Game Essence]
- E43 How I Stuck With My Column [Work Ethic]
- E44 An Up-Close Look at Smash Bros. Stages [Graphics]
- E45 Development Secrets of the Original Kirby [Grab Bag]
- E46 Paint an Accurate Picture of Your Game [Marketing]
- E47 Behavior at Ledges [Design Specifics]
- E48 Screen Shake [Effects]
- E49 Don't Be Unresponsive [Planning & Game Design]
- E50 Mountain Climbing Is More Than Just Climbing [Game Essence]
- E51 Posing Suggestions [Animation]
- E52 Voice Recording [Audio]
- E53 Super Smash Bros. Brawl [Game Concepts]
- E54 Don't Rely on a "Plan B" [Work Ethic]
- E55 Canceled Games [Grab Bag]
- E56 Menus Define Your World [UI]
- E57 Branching Tastes [Work Ethic]
- E58 Game Writing is Unique [Planning & Game Design]
- E59 Explain Ideas to Everyone at Once [Team Management]
- E60 The Basics of Pixel Art [Graphics]
- E61 ♪ PRESS START [Grab Bag]
- E62 Make Retries Quick [Game Essence]
- E63 Family BASIC [Programming & Tech]
- E64 Maps Are Game Screens, Too [Design Specifics]
- E65 The Fun in Picking Sides [Planning & Game Design]
- E66 Squashing and Scaling [Animation]
- E67 Game Demos [Marketing]
- E68 Daily Report Suggestions [Team Management]
- E69 Games During My Childhood [Grab Bag]
- E70 Kid Icarus: Uprising [Game Concepts]
- E71 Broad Input, Broad Output [Work Ethic]
- E72 Arranging Music [Audio]
- E73 Is Your Game Appealing Enough to Start Over? [Game Essence]
- E74 Motion Sickness in 3D Games [Planning & Game Design]
- E75 Unifying Visual Style [Graphics]
- E76 Hit Marks [Effects]
- E77 The Team Behind Super Smash Bros. Brawl [Grab Bag]
- E78 Color-Coding Your Game [UI]
- E79 Game Essence in Shooting Games [Game Essence]
- E80 Super Smash Bros. for 3DS / Wii U [Game Concepts]
- E81 Bug Testing Never Ends [Team Management]
- E82 Staying Organized with Hierarchical Outlines [Planning & Game Design]
- E83 A Fight Between Live Action and Animation [Graphics]
- E84 Guidelines [Grab Bag]
- E85 Masahiro Sakurai on Creating Games Introduction Video
- E86 Unexpected Results [Design Specifics]
- E87 Damage Animations [Animation]
- E88 Official Websites [Marketing]
- E89 Keep Your Internal Pressure High [Work Ethic]
- E90 Knockback in Super Smash Bros. [Programming & Tech]
- E91 The Original Piece is Always Right [Audio]
- E92 Make Important Elements Bigger [UI]
- E93 More Game Essence Means Less Broad Appeal [Game Essence]
- E94 Show and Tell: Some Rare Belongings [Grab Bag]
- E95 The Perils of Interpolation [Animation]
- E96 Planning Your Game’s Rewards [Planning & Game Design]
- E97 Do Graphics Impact Fun? [Graphics]
- E98 Billboards [Effects]
- E99 Flick Input [Design Specifics]
- E100 Special Crossover! #1 [Special]
- E101 Special Crossover! #2 [Special]
- E102 Special Crossover! #3 [Special]
- E103 The Majority Shouldn't Always Rule [Work Ethic]
- E104 The Shoryuken Command [Game Essence]
- E105 Super Smash Bros. Ultimate [Game Concepts]
- E106 Avoiding Comparison [Planning & Game Design]
- E107 Making Games as Part of a Company [Team Management]
- E108 Fighter Reveal Videos [Marketing]
- E109 Making Sequels [Planning & Game Design]
- E110 Odds and Ends of Supervising [Graphics]
- E111 Facial Animations [Animation]
- E112 Strong Attack, Light Reverb [Audio]
- E113 Game & Watch Designs [Grab Bag]
- E114 I Want to Choose Fast! [UI]
- E115 The Pros and Cons of Leaderboards [Game Essence]
- E116 The Power of Suggestion [Work Ethic]
- E117 How Multiple People Work on One File [Programming & Tech]
- E118 Teaching Players How to Play [Design Specifics]
- E119 Making Things Look Miniature [Graphics]
- E120 It’s Easier If They Already Know [Planning & Game Design]
- E121 Creators Change, Too [Grab Bag]
- E122 Finish Everything Within the Day [Team Management]
Season 3 110 episodes
- E01 What is “Play”? [Game Essence]
- E02 Blade Trails [Effects]
- E03 Let Them Skip, Let Them Pause [UI]
- E04 Flipped Animation [Animation]
- E05 Customization Lets Your Imagination Play [Planning & Game Design]
- E06 Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag]
- E07 Dealing With Color Disparity [Graphics]
- E08 Giving Feedback for Sound Effects [Audio]
- E09 Show the Actual Game! [Marketing]
- E10 Staying True to Your Concept [Work Ethic]
- E11 Faithfulness Comes First in Licensed Games [Game Essence]
- E12 Randomness Spices Games Up [Design Specifics]
- E13 Turning Gift-Giving Into a Game [Grab Bag]
- E14 Don’t Put Decisions Off [Team Management]
- E15 Motion Blur [Graphics]
- E16 Game Essence in Action Games [Game Essence]
- E17 A: Work Ethic 1 (Category Compilation) #01~#10
- E18 Animation Blending [Animation]
- E19 Debug Mode [Programming & Tech]
- E20 C: Planning & Game Design 1 (Category Compilation) #01~#09
- E21 Crafting “Similar” Games [Planning & Game Design]
- E22 Button Settings [UI]
- E23 Competition and Abundance [Work Ethic]
- E24 A World Without Footprints [Grab Bag]
- E25 Presenting Scores [Planning & Design]
- E26 Making Effects the Right Size [Effects]
- E27 B: Game Essence 1 (Category Compilation) #01~#06
- E28 Handicap Systems [Design Specifics]
- E29 Making "Work" Games Fun [Game Essence]
- E30 Balancing Ambient Sounds [Audio]
- E31 Making the Imaginary Feel Real [Graphics]
- E32 Using Parameters to Establish Characters [Planning & Game Design]
- E33 Playing Games in Front of Other People [Marketing]
- E34 Bug Testing Systems [Team Management]
- E35 1986: The Year of Legend [Grab Bag]
- E36 Portraying Fingers [Animation]
- E37 Advancing Text [UI]
- E38 Say It, and It Might Come True [Work Ethic]
- E39 Better Than Not Being Able to Beat the Game [Game Essence]
- E40 D: Design Specifics 1 (Category Compilation) #01~#08
- E41 A World with Less Color [Planning & Game Design]
- E42 Final Output [Graphics]
- E43 Storage Tips [Grab Bag]
- E44 Transparency Features [Programming & Tech]
- E45 Average and Mediocre Are the Same Thing [Design Specifics]
- E46 Mandatory Strategies and Strategic Balance [Game Essence]
- E47 E: Team Management 1 (Category Compilation) #01~#07
- E48 Play Testing Keeps Going [Team Management]
- E49 Computer-Controlled Players [Planning & Game Design]
- E50 Using Other Songs for Audio Reference [Audio]
- E51 Flashing Effects [Effects]
- E52 Destroying One Wall [Graphics]
- E53 Always Keep Attack Collision in Mind [Animation]
- E54 Targeting and Market Research [Marketing]
- E55 Gameplay as Part of a Live Performance [Grab Bag]
- E56 Echo Chambers [Work Ethic]
- E57 Adding Help Text to Menus [UI]
- E58 Game Essence in Strategy Games [Game Essence]
- E59 Online Updates [Design Specifics]
- E60 Manga-like Visuals [Graphics]
- E61 In-Game Cutscenes [Planning & Game Design]
- E62 F: Graphics 1 (Category Compilation) #01~#06
- E63 Directors and Producers [Team Management]
- E64 Start with the Climax [Planning & Game Design]
- E65 The Limitations of Skeletons [Animation]
- E66 When Ideas Won't Come [Work Ethic]
- E67 How Good Were the Player’s Actions? [Game Essence]
- E68 Famicom and NES Audio [Audio]
- E69 Making Things Clear, Even Without Words [UI]
- E70 Turning Anything Into a Competitive Game [Grab Bag]
- E71 Being Kind to Beginners [Planning & Game Design]
- E72 Establishing Characters Through Their Design [Graphics]
- E73 The Limitations of Particle Effects [Effects]
- E74 Smash Bros. DOJO!! [Marketing]
- E75 Speedy Screen Transitions [Design Specifics]
- E76 Amplify Both Strengths and Weaknesses [Game Essence]
- E77 G: Animation 1 (Category Compilation) #01~#09
- E78 Elementary School Play Testers [Team Management]
- E79 Never Get Into Fights [Work Ethic]
- E80 Be Mindful of the Time Players are Giving You [Planning & Game Design]
- E81 Rotation on Two Axes [Animation]
- E82 H: Effects 1 (Category Compilation) #01~#06
- E83 CRT Displays [Grab Bag]
- E84 Odds and Ends of Supervising: Sora Edition [Graphics]
- E85 HUDs [UI]
- E86 I: Audio 1 (Category Compilation) #01~#07
- E87 What Happens When You Shift the Center of Gravity? [Design Specifics]
- E88 Give Yourself a Handicap When Balancing Your Game [Game Essence]
- E89 No Masterpiece Has Bad Audio [Audio]
- E90 A Director’s Job is to Trim [Team Management]
- E91 Mr. Iwata [Grab Bag]
- E92 Up is Down, and Down is Up [Work Ethic]
- E93 J: UI 1 (Category Compilation) #01~#08
- E94 K: Programming & Tech 1 (Category Compilation) #01~#05
- E95 M: Grab Bag 1 (Category Compilation) #01~#09
- E96 Masahiro Sakurai on Creating Games: Finale Special
- E97 N: Game Concepts 1 (Category Compilation) #01~#05
- E98 L: Marketing 1 (Category Compilation) #01~#07
- E99 A: Work Ethic 2 (Category Compilation) #11~#20
- E100 B: Game Essence 2 (Category Compilation) #07~#15
- E101 C: Planning & Game Design 2 (Category Compilation) #10~#18
- E102 D: Design Specifics 2 (Category Compilation) #09~#18
- E103 E: Team Management 2 (Category Compilation) #08~#15
- E104 F: Graphics 2 (Category Compilation) #07~#13
- E105 G: Animation 2 (Category Compilation) #10~#18
- E106 H: Effects 2 (Category Compilation) #07~#11
- E107 I: Audio 2 (Category Compilation) #08~#14
- E108 J: UI 2 (Category Compilation) #09~#15
- E109 K: Programming & Tech 2 (Category Compilation) #06~#09
- E110 M: Grab Bag 2 (Category Compilation) #10~#14
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