All Available Episode

All 2024 Episode

1. What is “Play”? [Game Essence]

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2. Blade Trails [Effects]

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3. Let Them Skip, Let Them Pause [UI]

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4. Flipped Animation [Animation]

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5. Customization Lets Your Imagination Play [Planning & Game Design]

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6. Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag]

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7. Dealing With Color Disparity [Graphics]

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8. Giving Feedback for Sound Effects [Audio]

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9. Show the Actual Game! [Marketing]

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10. Staying True to Your Concept [Work Ethic]

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11. Faithfulness Comes First in Licensed Games [Game Essence]

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12. Randomness Spices Games Up [Design Specifics]

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13. Turning Gift-Giving Into a Game [Grab Bag]

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14. Don’t Put Decisions Off [Team Management]

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15. Motion Blur [Graphics]

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16. Game Essence in Action Games [Game Essence]

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17. A: Work Ethic 1 (Category Compilation) #01~#10

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18. Animation Blending [Animation]

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19. Debug Mode [Programming & Tech]

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20. C: Planning & Game Design 1 (Category Compilation) #01~#09

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21. Crafting “Similar” Games [Planning & Game Design]

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22. Button Settings [UI]

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23. Competition and Abundance [Work Ethic]

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24. A World Without Footprints [Grab Bag]

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25. Presenting Scores [Planning & Design]

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26. Making Effects the Right Size [Effects]

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27. B: Game Essence 1 (Category Compilation) #01~#06

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28. Handicap Systems [Design Specifics]

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29. Making "Work" Games Fun [Game Essence]

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30. Balancing Ambient Sounds [Audio]

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31. Making the Imaginary Feel Real [Graphics]

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32. Using Parameters to Establish Characters [Planning & Game Design]

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33. Playing Games in Front of Other People [Marketing]

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34. Bug Testing Systems [Team Management]

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35. 1986: The Year of Legend [Grab Bag]

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36. Portraying Fingers [Animation]

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37. Advancing Text [UI]

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38. Say It, and It Might Come True [Work Ethic]

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39. Better Than Not Being Able to Beat the Game [Game Essence]

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40. D: Design Specifics 1 (Category Compilation) #01~#08

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41. A World with Less Color [Planning & Game Design]

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42. Final Output [Graphics]

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43. Storage Tips [Grab Bag]

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44. Transparency Features [Programming & Tech]

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45. Average and Mediocre Are the Same Thing [Design Specifics]

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46. Mandatory Strategies and Strategic Balance [Game Essence]

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47. E: Team Management 1 (Category Compilation) #01~#07

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48. Play Testing Keeps Going [Team Management]

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49. Computer-Controlled Players [Planning & Game Design]

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50. Using Other Songs for Audio Reference [Audio]

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51. Flashing Effects [Effects]

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52. Destroying One Wall [Graphics]

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53. Always Keep Attack Collision in Mind [Animation]

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54. Targeting and Market Research [Marketing]

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55. Gameplay as Part of a Live Performance [Grab Bag]

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56. Echo Chambers [Work Ethic]

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57. Adding Help Text to Menus [UI]

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58. Game Essence in Strategy Games [Game Essence]

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59. Online Updates [Design Specifics]

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60. Manga-like Visuals [Graphics]

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61. In-Game Cutscenes [Planning & Game Design]

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62. F: Graphics 1 (Category Compilation) #01~#06

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63. Directors and Producers [Team Management]

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64. Start with the Climax [Planning & Game Design]

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65. The Limitations of Skeletons [Animation]

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66. When Ideas Won't Come [Work Ethic]

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67. How Good Were the Player’s Actions? [Game Essence]

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68. Famicom and NES Audio [Audio]

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69. Making Things Clear, Even Without Words [UI]

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70. Turning Anything Into a Competitive Game [Grab Bag]

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71. Being Kind to Beginners [Planning & Game Design]

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72. Establishing Characters Through Their Design [Graphics]

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73. The Limitations of Particle Effects [Effects]

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74. Smash Bros. DOJO!! [Marketing]

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75. Speedy Screen Transitions [Design Specifics]

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76. Amplify Both Strengths and Weaknesses [Game Essence]

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77. G: Animation 1 (Category Compilation) #01~#09

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78. Elementary School Play Testers [Team Management]

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79. Never Get Into Fights [Work Ethic]

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80. Be Mindful of the Time Players are Giving You [Planning & Game Design]

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81. Rotation on Two Axes [Animation]

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82. H: Effects 1 (Category Compilation) #01~#06

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83. CRT Displays [Grab Bag]

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84. Odds and Ends of Supervising: Sora Edition [Graphics]

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85. HUDs [UI]

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86. I: Audio 1 (Category Compilation) #01~#07

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87. What Happens When You Shift the Center of Gravity? [Design Specifics]

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88. Give Yourself a Handicap When Balancing Your Game [Game Essence]

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89. No Masterpiece Has Bad Audio [Audio]

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90. A Director’s Job is to Trim [Team Management]

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91. Mr. Iwata [Grab Bag]

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92. Up is Down, and Down is Up [Work Ethic]

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93. J: UI 1 (Category Compilation) #01~#08

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94. K: Programming & Tech 1 (Category Compilation) #01~#05

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95. M: Grab Bag 1 (Category Compilation) #01~#09

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96. Masahiro Sakurai on Creating Games: Finale Special

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