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#masahiro sakurai on creating games
paulthebukkit · 2 years
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The newest Sakurai video was crazy
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bbq-hawks-wings · 2 years
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blazehedgehog · 3 months
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Samurai’s recent game dev video was about monitor colors/tones and discrepancy between brands. Have you ever ran into this issue when editing videos?
Considering I've been using the same monitor since 2011, I don't know if I can really comment on that too much. I dialed this screen in where I wanted it using some color tool (maybe Adobe's?) and have left it there ever since.
I don't really have multiple monitors, either. Just the one screen. I have a TV to my left, which is also technically just a monitor (about the same size, too), but the TV is for the PS4 and Roku. The TV is a little brighter than my monitor is, and thus black levels aren't quite as dark.
I also have a laptop, which is also a lot brighter than this monitor is, but also has a lot worse color saturation and contrast. But I can't really "do work" on that laptop -- it's 12 or 13 years old and can barely watch Youtube these days. It's mainly for chatting on discord or as a word processor when I can't use my desktop. So I don't really edit videos there, either.
The one thing that does get me when editing videos is color space, however. Nvidia's capture tool uses a different color space than what Vegas outputs, which can make PC games look kind of washed out and flat.
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However, a friend pointed out how easily this is fixed using a preset in the Vegas Levels effect.
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Using this gets it much closer to what it looked like during capture:
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empressxmachina · 1 year
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Get the Sense of Scale Right [Graphics]
This could be useful to the visual artists on these streets. Or, you can just listen to Mr. Sakurai because he knows things. 
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vdelta · 1 year
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i'm glad mr sakurai has gotten into the flow of his youtube series on gamedev theory so well that he's put out a filler episode about his cat
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koopakirby · 2 years
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firestingray9 · 2 years
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Risk and Reward
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elmundotech · 2 years
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El creador de Smash Bros., Masahiro Sakurai, lanza un nuevo YouTube sobre diseño y desarrollo de videojuegos
El creador de #SmashBros., #MasahiroSakurai, lanza un nuevo YouTube sobre diseño y desarrollo de #videojuegos - #elmundotech
El creador de Smash Bros., Masahiro Sakurai, ha lanzado un nuevo canal de YouTube sobre diseño y desarrollo de videojuegos. Con décadas de experiencia en el campo de los juegos, Sakurai compartirá sus conocimientos y experiencia. Sakurai no se ha conformado con hablar en conferencias como GDC. “También me di cuenta de que las conferencias de desarrolladores como GDC o CEDEC, si bien son buenas…
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miketendo-64 · 2 years
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Masahiro Sakurai Unveils "Creating Games" YouTube Channel
Masahiro Sakurai Unveils “Creating Games” YouTube Channel
Masahiro Sakurai is a well known and highly praised figure in the world of video games. He has worked on iconic game series like Kirby and Super Smash Bros and has always gone above and beyond to give his fans what they want in his games. Sakurai is not the kind of guy to sit still and is always doing things to stay active in the gaming community, be it his weekly column in Famitsu Magazine or…
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A friend recently told me that Kirby Right Back at Ya is actually the prequel to the game series, and there's so many things and evidence that supports it. However, the Internet says that it isn't cannon. So I thought that maybe you'd be best to answer (I hope.)?
So my question is,,,
Is the Anime actually canon to the game series? In a way that it's the prequel? Or it's just a completely different universe?
Nope! The anime is its own separate timeline. Think of it like the different versions of Spiderman! (Enter the Kirbyverse)
The anime is 'canon' itself, in that it was created by HAL Labs and Masahiro Sakurai, it's just a different version of canon lol. (There are a lot of different Kirby canons- the games, anime, various manga series, the novels... )
There are similarities because they're based on the same thing, but no direct connection.
Although, some of the games are actually crossovers with the anime- Mass Attack and Epic Yarn to name a few- where the lines between universes are blurred a bit.
But really, 'canon' is a pretty nebulous term in the Kirby series so I wouldn't get too hung up over it lol.
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conkreetmonkey · 9 months
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How does Sakurai keep aging backwards??
Watching the latest Masahiro Sakurai YouTube video and
how does this man keep aging backwards. He looks significantly younger now than he did when I was watching his Smash Ultimate reveal videos a few years ago. I'm actually comparing videos now and it's not just me misremembering what he looked like back then, he legitimately looked a decade older in his Smash for 3DS/Wii U videos compared to today. How does he do it?
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Now, these example images are far from perfect, I wasn't planning on making this post so this is kind of a quickie. Still, am I crazy, or does Sakurai look far younger today than he did 4 years ago? (I'm aware the quality of the modern photo is far better than the first, but the hat's not on me there; the Smash Bros videos just had less resolution than is seen now on Sakurai's personal YT channel. Weird.)
I've noticed a few distinct ways in which he looks significantly better now:
His skin looks noticeably more youthful. His laugh lines seem to have all but vanished, and his face appears to have significantly more healthy colour to it. The difference appears slight in this photo comparison, but in some older videos from the 3DS/Wii U era it's much clearer. He looks significantly less pale now, and any lines that were present on his face have seemingly disappeared.
This one is more obvious: his eyebags are gone! He's clearly sleeping far better now. The difference is night and day.
Again, not too noticeable from the pictures given, but Sakurai's hair seems to be smoother, glossier and darker than it used to be. Perhaps he's dyed it or is using different products now, but it looks far healthier and youthful now, and that's not even to say it looked bad before. He's always had great hair (and has never been bad-looking in any field), but it's really shining nowadays.
idk why I'm even making this post. In all likelihood, he's just far less stressed nowadays without Smash Ultimate and Covid to worry about. Still, I think it was worth pointing out. Masahiro Sakurai looks phenomenal. Again, not to imply he's ever looked bad. He's always been, in my opinion at least, quite an attractive man. I also understand that this post may come across as creepy or obsessed, but I haven't watched any Sakurai content since high school, in which my friend group was heavily Smash-oriented and we kept up with the development and new character additions like other men do sports. In an unorthodox way, Masahiro Sakurai was a huge part of my teenage years. I idolized him back then, and I'd still consider him a man worth looking up to; his passion for his craft is damn near unmatched. If every big name gave developer cared as much about the art they were creating as Sakurai, the entire gaming scene would be so, so much better.
This is an appreciation post, I suppose, as well as just me being happy a guy I followed closely a few years ago now seems to be doing better than ever. I get that he was and still is a multimillionaire, but back in the day he was working himself to the bone. I mean, passing out at work, winding up in the hospital, and then going right back to work with a IV drip in his arm?? He's clearly worked extremely, unhealthily hard to gain his wealth. I'm glad he's visibly less stressed out nowadays, and austounded at how much better he looks. There's graceful aging, and then there's Masahiro Sakurai. He's 52, and works like a coked-out mule with a sick kid at home and a debt to the mob, yet despite all this I wouldn't think he's a day over 30. You fucking go, Sakurai.
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haydenthehistorian · 2 months
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My Interview With Tomomi Sakai
Tomomi Sakai Interview over Email
Hi Hayden, Thank you for your patience. It takes many times longer to write in English than in Japanese.
When I automatically translate something I wrote in Japanese into English, I get sorts of strange parts. In the worst case, the content would be completely different. Automatic translation from English to Japanese is so-so, but from Japanese to English is really terrible. That is why I wrote this in English.
I have only learned English from books and radio programs and have never lived in an English-speaking country, so I know my English will be strange, but I hope I can convey what I want to say.
Q: What were some of your main inspirations for the aesthetics in Gimmick? Each stage has its own unique design and I’d be interested to hear what made you choose each particular theme and what you drew from.
A: It is difficult to answer this question. I think it is all intuitive. All I know is that it was born out of what I had seen and heard in my life up to that point. It is also influenced by Kagoya's preferences.
Q: On the topic of aesthetics, what inspired your character designs in Gimmick? Did you have separate inspirations for Yumetaro and the human characters?
A: This is the same as the question above; it was a flash of inspiration on the spot. No. It is due to the inevitability of the story.
Q: How did you come up with Yumetaro’s star move? What were the difficulties of programming the bounce physics?
A: I didn't want to make a platform game that can be cleared by firing a lot of bullets like a shooter. After accurately understanding the relationship between an enemy and Yumetaro, a player carefully hits the opponent with that one precious shot. That is the kind of game I wanted to make. For me the star program is easy.
Q: Players often struggle with reaching the good ending. Even one game over locks you out of getting it. Was this your choice or somebody else’s? Can you recall why this decision was made?
A: I hate “Continue”. However, Sunsoft's sales people order me to put “Continue” on because it sells more. That is against my principle. So, in the end, I made it so that people who continued could not finish the game. The reason why “Continue” is not allowed is that it detracts from the journey and the adventurous spirit of the game. The difficulties must be real. Fake difficulties for fun will only bring less fun than the real thing.
Q: What are your thoughts on the hobby of speedrunning? Have you watched any YouTube videos of other people playing Gimmick? How does it make you feel knowing there are people out there who try to finish the game as fast as possible?
A: It would be a way to have fun. As for the players playing, they can do whatever they want.
Q: Do you know the name of the person who created the box art of the European version of Gimmick? What else did they work on?
A: Sorry, I do not know.
Q: People have frequently made comparisons to Kirby over the years. Masahiro Sakurai even praised Gimmick! in an issue of Famitsu. What are your opinions on the Kirby franchise and Sakurai as a game developer? Do you have mutual admiration? Are there any games of his that you like?
A: I am not acquainted with him at all, but I consider him one of the great game designers.
Q: What were your expectations for the sales of Gimmick? Did you hope it would become a big success? How do you feel about the cult classic status it has now?
A: It is hard to say how well the game will sell, since factors other than the quality of the game play a large role. I can say that I am very pleased.
Q: What was your involvement with Trip World like? How much influence did you end up having on the game and how much of it was Yuichi Ueda’s unique vision?
A: Trip World is Ueda-kun's game, so please ask him. I just gave him some advice in our daily conversations.
Q: What is your opinion on Trip World as a game? What do you like about Yuichi Ueda's vision?
A: It is difficult to say anything about the game. He is good character with a love for games.
Q: Do you ever go back to play Gimmick or Trip World these days? Do you ever think about the days you were still working on those games or would you rather look at the future?
A: I think more about what I will be able to do with the rest of my life than about the past. What I wanted to do besides creating games is write books and do music. I published four books and now I want to do music.
Q: Were you close friends with Ueda at all?
A: I think I can say yes. We talked a lot about games and other things, often went to the car shop together, and went to track days together. At the time, I had a Caterham Super Seven and Ueda-kun had a Midas Gold. I think it was my influence that made him fall in love with British cars.
Q: Can you remember any specific things you suggested for Trip World?
A: No specific advice should be given. What I told him was mainly a sort of philosophy about video games.
Q: Gimmick was included in the Sunsoft Memorial collection in volume 6. Did you have any involvement with that release?
A: No, I don't know anything about it.
Q: What are your thoughts on that Playstation port and the upcoming release on Steam?
It's nice to see that more than 30 years after its release, Gimmick is still loved. My hope is that it will be offered as close to the original as possible.
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cswizzledizzle · 11 months
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Random observations of the trophies in Super Smash Bros. Melee, because I thought they were interesting - Part 5
Last time, I ended off with some examples of the unique Japan Only trophies. But what about trophies based on things that aren't even out yet?
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Before Animal Crossing had a stage or character in Smash, it had trophies under the label of "Future Release" for the states, with the game hitting shelves for us about a year later. While there are some changes between their appearance here and in the English release of the game, such as Tom Nook's apron or Mr. Resetti's outfit, the most interesting one of the group to me is K. K. Slider trophy, where he is called Totakeke, his Japanese name. He's named after Kazumi Totaka, a composer for Nintendo who voices Yoshi and many other characters for the company. One of those characters happen to be...
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Captain Olimar of the Pikmin series, who happens to make an early bird cameo here before he joined the fray in Brawl.
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Another Future Release trophy, Alpha originates from the video game Cubivore: Survival of the Fittest. But to my knowledge, this creature is not named Alpha in the game. However, my absolute favorite type of trophies are random oddities that don't belong to the more well known Nintendo series or games. I especially love seeing the developers creating these NES/Famicom characters in 3D, using their artwork as a frame of reference or just straight up reimagining some as if they got newer games. They're so damn cool to me, I want more trophies like these. Here are a couple that stand out to me.
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Sorry Pit, you'll get your reimagining next game!
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Ayumi Tachibana has always stuck out to me the most out of all of these, because she's just a typical Japanese school girl compared to all these strange, but colorful characters. She was also briefly considered to be a playable character, but according to the Smash series director, Masahiro Sakurai, in a NicoNico guest chat interview(?), she was dropped due to a lack of an overseas presence. Poor lass, if only her games came over to the west just before Melee. Perhaps then she would've stood a better chance, unlikely as it may be. I'd love to see how her moveset would've turned out, given she comes from a visual novel adventure game. To close off this post, here are two trophies I think are awesome.
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A great lil' guy to give you more fun trivia for how Japan did their own add on that never made it to the west.
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And a cute meta reference that makes me super disappointed that later games did not have a Wii, 3DS, or Wii U trophy for their own Smash games. Next time might be the last part of this mini-series. As per usual, to those that have gotten this far, thank you for giving this post the time out of your day/night to read more of my inane ramblings.
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digiacom · 1 year
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An ad-hoc game design curriculum
Mostly for my own reference, here are the 5 things I’m working through right now to satisfy my learning-thirst for game development:
GD50 by Harvard / CS50 on edX This is Harvard’s Game Development basics course to follow up their intro to computer science (CS50). I love CS50 when I tried it years ago, and after working through the Pong lecture I’m hooked on this course. Expect to develop a wide selection of games across a variety of tools at breakneck speed.
Writing for Games: Theory and Practice by Hannah Nicklin (Paperback) This was a gift from my partner and I’m so grateful for it! Practical, holistic advice for writing for games by someone doing it (and doing it well). It is designed as a text for serious aspirants and fills a learning gap for my inner storyteller wannabe.
Godot 3D Tutorial by Tutemic on YouTube This is a 7 hour video walk-through of 3D game development in Godot. Unlike other tutorials, the author takes plenty of time to deeply discuss their thinking as they build a 3D scene, design a dialog manager, and implement core mechanics for a simple game. This feels like apprenticing with a professional, and is absolutely worth the time.
Low Poly Landscapes - Blender Bite Sized Course on GameDev.tv I feel like Blender is a must-have skill at this point, and I picked up this and multiple other courses on Humble Bundle (always worth keeping an eye on those). Grant Abbitt’s teaching is timeless, focusing on fundamentals and efficiencies that an aspiring professional will want to master.
Masahiro Sakurai on Creating Games on YouTube This YouTube channel is a passion project by the creator of Kirby & Smash Bros. designed to teach some of his best tips on game design. It is a playful, inspiring little channel, with bite-size videos on a variety of topics that can be watched in any order. I just love watching these, they ooze both fun and game dev experience!
I have some other resources I’m enjoying such as Alexis Kennedy’s Against Worldbuilding and Other Provocations and The Snare of the Tree, and Other Perilous Seductions. I love Kennedy’s writing and these two paperbacks have a lovely grip matte finish with matched (or aesthetically mismatched?) covers, making an attractive pair on the shelf.
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empressxmachina · 4 months
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Making Things Look Miniature [Graphics]
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thewertsearch2 · 1 year
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You seen the "Masahiro Sakurai on creating games" channel? It is quite good and yes it is the real deal.
I saw a video in that vein from Miyamoto, but I haven't seen anything with Sakurai! I'll have to have a look.
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