All Available Episode

All 2023 Episode

1. Flash, Blast, and Smoke [Effects]

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2. Deconstruct, Analyze, and Rebuild [Planning & Game Design]

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3. Team Digital or Team Physical? [Grab Bag]

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4. Kirby Air Ride [Game Concepts]

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5. Don't Wait to Speak Your Mind [Team Management]

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6. Don't Anchor Your Center Point [Design Specifics]

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7. Attack Poses [Animation]

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8. Get the Sense of Scale Right [Graphics]

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9. Good Errands and Bad Errands [Planning & Game Design]

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10. Falling Sells the Feeling of Flight [Game Essence]

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11. Sora's Work-From-Home Strategies [Grab Bag]

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12. You'll Forget the Hardship, But the Game Will Endure! [Work Ethic]

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13. Put Parameters in Brackets [Programming & Tech]

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14. Game Music and Ambient Sounds [Audio]

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15. Directors Need to Be Unique [Work Ethic]

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16. Do We Really Need Enemies? [Game Essence]

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17. Competing with the Past [Grab Bag]

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18. Say No to Slow! [Design Specifics]

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19. Meteos [Game Concepts]

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20. Consider Rewards First [Game Essence]

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21. Learn to Count Frames! [Planning & Game Design]

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22. Follow-Throughs Make the Impact [Animation]

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23. Loading Screens [UI]

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24. Visual Effects in Slow Motion [Effects]

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25. Marketing is Multiplicative [Marketing]

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26. Games and Eye Strain [Grab Bag]

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27. Do Competitive Games Have to Be Complex? [Game Essence]

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28. Just Do It Already! [Work Ethic]

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29. Units of Speed [Design Specifics]

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30. Making Tutorials Feel Natural [Planning & Game Design]

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31. Game Essence in Falling-Block Puzzle Games [Game Essence]

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32. Mastering Up [Grab Bag]

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33. Ten People Can Produce Seven People's Work [Team Management]

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34. Audio as Fiction and Non-Fiction [Audio]

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35. Supervising Art Through Retouches [Graphics]

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36. Exaggerate to Make Up for Information Loss [Animation]

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37. Sodatete! Kouchuu Ouja Mushiking [Game Concepts]

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38. Emphasizing Text [UI]

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39. Using Tickets to Manage Tasks [Programming & Tech]

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40. Praise the Player! [Planning & Game Design]

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41. The Family Computer (and the NES) [Grab Bag]

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42. Dying Comes as a Relief? [Game Essence]

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43. How I Stuck With My Column [Work Ethic]

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44. An Up-Close Look at Smash Bros. Stages [Graphics]

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45. Development Secrets of the Original Kirby [Grab Bag]

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46. Paint an Accurate Picture of Your Game [Marketing]

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47. Behavior at Ledges [Design Specifics]

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48. Screen Shake [Effects]

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49. Don't Be Unresponsive [Planning & Game Design]

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50. Mountain Climbing Is More Than Just Climbing [Game Essence]

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51. Posing Suggestions [Animation]

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52. Voice Recording [Audio]

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53. Super Smash Bros. Brawl [Game Concepts]

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54. Don't Rely on a "Plan B" [Work Ethic]

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55. Canceled Games [Grab Bag]

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56. Menus Define Your World [UI]

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57. Branching Tastes [Work Ethic]

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58. Game Writing is Unique [Planning & Game Design]

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59. Explain Ideas to Everyone at Once [Team Management]

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60. The Basics of Pixel Art [Graphics]

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61. ♪ PRESS START [Grab Bag]

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62. Make Retries Quick [Game Essence]

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63. Family BASIC [Programming & Tech]

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64. Maps Are Game Screens, Too [Design Specifics]

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65. The Fun in Picking Sides [Planning & Game Design]

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66. Squashing and Scaling [Animation]

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67. Game Demos [Marketing]

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68. Daily Report Suggestions [Team Management]

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69. Games During My Childhood [Grab Bag]

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70. Kid Icarus: Uprising [Game Concepts]

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71. Broad Input, Broad Output [Work Ethic]

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72. Arranging Music [Audio]

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73. Is Your Game Appealing Enough to Start Over? [Game Essence]

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74. Motion Sickness in 3D Games [Planning & Game Design]

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75. Unifying Visual Style [Graphics]

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76. Hit Marks [Effects]

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77. The Team Behind Super Smash Bros. Brawl [Grab Bag]

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78. Color-Coding Your Game [UI]

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79. Game Essence in Shooting Games [Game Essence]

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80. Super Smash Bros. for 3DS / Wii U [Game Concepts]

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81. Bug Testing Never Ends [Team Management]

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82. Staying Organized with Hierarchical Outlines [Planning & Game Design]

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83. A Fight Between Live Action and Animation [Graphics]

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84. Guidelines [Grab Bag]

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85. Masahiro Sakurai on Creating Games Introduction Video

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86. Unexpected Results [Design Specifics]

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87. Damage Animations [Animation]

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88. Official Websites [Marketing]

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89. Keep Your Internal Pressure High [Work Ethic]

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90. Knockback in Super Smash Bros. [Programming & Tech]

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91. The Original Piece is Always Right [Audio]

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92. Make Important Elements Bigger [UI]

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93. More Game Essence Means Less Broad Appeal [Game Essence]

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94. Show and Tell: Some Rare Belongings [Grab Bag]

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95. The Perils of Interpolation [Animation]

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96. Planning Your Game’s Rewards [Planning & Game Design]

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97. Do Graphics Impact Fun? [Graphics]

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98. Billboards [Effects]

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99. Flick Input [Design Specifics]

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100. Special Crossover! #1 [Special]

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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!

101. Special Crossover! #2 [Special]

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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!

102. Special Crossover! #3 [Special]

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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!

103. The Majority Shouldn't Always Rule [Work Ethic]

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104. The Shoryuken Command [Game Essence]

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105. Super Smash Bros. Ultimate [Game Concepts]

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106. Avoiding Comparison [Planning & Game Design]

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107. Making Games as Part of a Company [Team Management]

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108. Fighter Reveal Videos [Marketing]

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109. Making Sequels [Planning & Game Design]

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110. Odds and Ends of Supervising [Graphics]

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111. Facial Animations [Animation]

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112. Strong Attack, Light Reverb [Audio]

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113. Game & Watch Designs [Grab Bag]

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114. I Want to Choose Fast! [UI]

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115. The Pros and Cons of Leaderboards [Game Essence]

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116. The Power of Suggestion [Work Ethic]

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117. How Multiple People Work on One File [Programming & Tech]

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118. Teaching Players How to Play [Design Specifics]

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119. Making Things Look Miniature [Graphics]

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120. It’s Easier If They Already Know [Planning & Game Design]

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121. Creators Change, Too [Grab Bag]

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122. Finish Everything Within the Day [Team Management]

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