Masahiro Sakurai, the director of Super Smash Bros. Ultimate, takes a look at Kirby Super Star and reveals two of the foundation's main themes

Masahiro Sakurai, the director of Super Smash Bros. Ultimate, takes a look at Kirby Super Star and r

Masahiro Sakurai, the director of Super Smash Bros. Ultimate, has created a new YouTube channel called Masahiro Sakurai on Creating Games. Check out the most recent batch of uploaded content via the embedded videos below:

Kirby Super Star

I''ll be bringing a look at Kirby Super Star and on four of the many main themes it was built on. By the end, you''ll understand exactly how I came up with them.


Giving Buttons the weight they need

When I was a kid, I was stunned by how I could use my hands to move things around on-screen. When we play games, we get information with our eyes and ears, then repersonalizing information with our hands, making the feel of the controls extremely important. I always strive to keep this in mind when planning, designing, or setting goals.


Clarity vs. style

I''ll talk about the on-screen features of UI in games, such as menus and other display information, as we get too short for the user interface.

Clarity alone doesn''t necessarily help with a good UI, and today, I''ll explain that concept in a more detail.

Them is so good!

When i start playing games, I try to be sensitive about how long players must wait before they get started. People tend to be irritated when they cant jump right into a game, so don''t keep them sitting around and let them play!

Make It Smile

I''ll be discussing some of the countless special effects used in games in the category Effects.

When overused, additive blending and glare can make a game look unrefined, dont you think? It depends on what you''re going for, however, it''s best not to overdo it.

Animations assigning

I''ll be sharing a few of the tricks we use in order to express character movement in the Animation category.

In this episode, Ill discuss how I communicate my vision for character movements to the art team when designing a game. You may even catch a glimpse of some Super Smash Bros. Ultimate design documents!

Game Awards

It''s Grab Bag once more the category where you never know what youre going to get. (Though Ill try to keep it related to games.)

Despite being involved in the Game Designers Award for the Japan Game Awards, I feel dissatisfied. Why do game awards exist anyway?

Presentations Are all about speed!

Watch this video and see what you need to make your presentations a one-hit KO!

The most important thing to do is cut excess fat if you want to get your proposals approved.

Kirbys Adventure

Ill be looking back at how I developed ideas for each of my games in the Game Concepts category. For this second entry, here''s an example of Kirbys Adventure.

Kirby''s Adventure is the first game in which Kirby had the ability to copy enemy abilities. Ill explain where this and some of the other ideas in the game came from, and how they ended.

Draw the Light, not the Asset.

In the Graphics category, well talk about making art for games. I won''t be sharing tool tutorials and such, but there are a few points to consider when designing game visuals.

Hmmmm, that last image of a forest might have put a little more emphasis on the shadows.

Squeeze and Release

Is it odd how games stress you out in order to make you feel comfortable? What''s happening there?

Certainly, many games draw inspiration from other works, but instead of simply mimicking the rules of other games, would it be better to understand what makes them fun at a fundamental level and then use that to create something truly new and innovative? This is what I try to do, at least.


In the Grab Bag category, you never know what you will get. Here, you should look into topics that may not fit perfectly into any of the other categories, although the discussions will still be focused on games.

Today, I''ll be talking about how to improve your game-playing experience by improving your own home setup. I hope this makes gaming more enjoyable for as many of you as possible!

It''s not a game, but a game development.

I would like to talk about how we approach and prepare for our jobs in the Work Ethic category. After all, we should consider how we think and feel about our work.

All areas of work, not just games, should be covered in this category!

This time, be sure to talk about what it takes to be a professional.

Risk and Reward

Ill explore the concept behind the game essence and how it can play on the push and pull at the heart of games.

This episode will give you a look at a theory I''ve discussed many times over the years. It''s become somewhat well-known (at least in Japan), but as the framework for this category of video, I would like to take this opportunity to reintroduce it for those who are unfamiliar.

By the way, the concept of game essence (geemu-sei in Japanese) was tough for the translators, and led to a number of lengthy discussions. However, it appears there isnt a perfect match in English, but I hope youll be able to select the meaning through context while viewing these videos. The fact that a particular word does not exist means that it is a skill you should explore!

Frame Rates

I''ll talk about key topics to consider when it comes to game concepts and mechanics in the category Planning & Game Design.

In this first part, you must look at frame rates, which are the frequency in which a game screen is redrawn and a basic concept everyone should understand.

Frame rates may be useful in playing time, although they aren''t as effective as in previous years.

Kirbys Dream Land

In the Game Concepts category, I will be reviewing how I proposed the concepts for each of the games I developed in the future.

These titles have a wide spectrum of memories, but I''ll try and concentrate on the themes and reasoning behind them.

I''ll start with my first game: Kirbys Dream Land. Have you heard of it?

Stop for a few big moments!

Have you ever heard of something called hit stop? In fact, the notion behind it can be applied to more than just hits, and it''s a waste to only use it there!

Aside from that, an additional issue on those additional effects shown at the end of the video is the possibility that using slow motion only briefly and then returning to normal speed.

Masahiro Sakurais Creative Works

As part of this video, I will give you a brief introduction to my major creative works as of 2022. I''ve been involved in many other projects, too, but for games in particular, I chose to include only works that I have directed personally.

If you hear the word director, you might think of someone directing teams or directing general supervision, but I also develop ideas and ideas for game design.

This Channel: What Is This Channel:

Join me as I launch my new channel, Masahiro Sakurai on Creating Games, with an outline of what I''ll be talking about. What exactly is the purpose of making a channel, according to this video.

I''ve decided to start a new YouTube channel called "Masahiro Sakurai on Creating Games." It''s now available!

Subscribe today and you may (?) be in forgave yourself for being one of the most privileged individuals to join me in this fun new program. I''ll share more information soon!


Masahiro Sakurai (@Sora_Sakurai) October 24, 2022

The daily Smash Ultimate screens I''ve posted since December 2019 are finally finished! Thank you for your support! #SmashBros

Despite my thought, I''ve always contemplated starting something new. (This time it will not be daily, though.)

Tomorrow will be a look back at this time!

Masahiro Sakurai (@Sora_Sakurai) August 23, 2022

Masahiro Sakurai (@Sora_Sakurai) October 6, 2021

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