Japan / SEASON

2023

122 listed episodes · First aired January 2, 2023

EPISODE GUIDE

Episodes

Full guide ↗
E1Flash, Blast, and Smoke [Effects]

E2Deconstruct, Analyze, and Rebuild [Planning & Game Design]

E3Team Digital or Team Physical? [Grab Bag]

E4Kirby Air Ride [Game Concepts]

E5Don't Wait to Speak Your Mind [Team Management]

E6Don't Anchor Your Center Point [Design Specifics]

E7Attack Poses [Animation]

E8Get the Sense of Scale Right [Graphics]

E9Good Errands and Bad Errands [Planning & Game Design]

E10Falling Sells the Feeling of Flight [Game Essence]

E11Sora's Work-From-Home Strategies [Grab Bag]

E12You'll Forget the Hardship, But the Game Will Endure! [Work Ethic]

E13Put Parameters in Brackets [Programming & Tech]

E14Game Music and Ambient Sounds [Audio]

E15Directors Need to Be Unique [Work Ethic]

E16Do We Really Need Enemies? [Game Essence]

E17Competing with the Past [Grab Bag]

E18Say No to Slow! [Design Specifics]

E19Meteos [Game Concepts]

E20Consider Rewards First [Game Essence]

E21Learn to Count Frames! [Planning & Game Design]

E22Follow-Throughs Make the Impact [Animation]

E23Loading Screens [UI]

E24Visual Effects in Slow Motion [Effects]

E25Marketing is Multiplicative [Marketing]

E26Games and Eye Strain [Grab Bag]

E27Do Competitive Games Have to Be Complex? [Game Essence]

E28Just Do It Already! [Work Ethic]

E29Units of Speed [Design Specifics]

E30Making Tutorials Feel Natural [Planning & Game Design]

E31Game Essence in Falling-Block Puzzle Games [Game Essence]

E32Mastering Up [Grab Bag]

E33Ten People Can Produce Seven People's Work [Team Management]

E34Audio as Fiction and Non-Fiction [Audio]

E35Supervising Art Through Retouches [Graphics]

E36Exaggerate to Make Up for Information Loss [Animation]

E37Sodatete! Kouchuu Ouja Mushiking [Game Concepts]

E38Emphasizing Text [UI]

E39Using Tickets to Manage Tasks [Programming & Tech]

E40Praise the Player! [Planning & Game Design]

E41The Family Computer (and the NES) [Grab Bag]

E42Dying Comes as a Relief? [Game Essence]

E43How I Stuck With My Column [Work Ethic]

E44An Up-Close Look at Smash Bros. Stages [Graphics]

E45Development Secrets of the Original Kirby [Grab Bag]

E46Paint an Accurate Picture of Your Game [Marketing]

E47Behavior at Ledges [Design Specifics]

E48Screen Shake [Effects]

E49Don't Be Unresponsive [Planning & Game Design]

E50Mountain Climbing Is More Than Just Climbing [Game Essence]

E51Posing Suggestions [Animation]

E52Voice Recording [Audio]

E53Super Smash Bros. Brawl [Game Concepts]

E54Don't Rely on a "Plan B" [Work Ethic]

E55Canceled Games [Grab Bag]

E56Menus Define Your World [UI]

E57Branching Tastes [Work Ethic]

E58Game Writing is Unique [Planning & Game Design]

E59Explain Ideas to Everyone at Once [Team Management]

E60The Basics of Pixel Art [Graphics]

E61♪ PRESS START [Grab Bag]

E62Make Retries Quick [Game Essence]

E63Family BASIC [Programming & Tech]

E64Maps Are Game Screens, Too [Design Specifics]

E65The Fun in Picking Sides [Planning & Game Design]

E66Squashing and Scaling [Animation]

E67Game Demos [Marketing]

E68Daily Report Suggestions [Team Management]

E69Games During My Childhood [Grab Bag]

E70Kid Icarus: Uprising [Game Concepts]

E71Broad Input, Broad Output [Work Ethic]

E72Arranging Music [Audio]

E73Is Your Game Appealing Enough to Start Over? [Game Essence]

E74Motion Sickness in 3D Games [Planning & Game Design]

E75Unifying Visual Style [Graphics]

E76Hit Marks [Effects]

E77The Team Behind Super Smash Bros. Brawl [Grab Bag]

E78Color-Coding Your Game [UI]

E79Game Essence in Shooting Games [Game Essence]

E80Super Smash Bros. for 3DS / Wii U [Game Concepts]

E81Bug Testing Never Ends [Team Management]

E82Staying Organized with Hierarchical Outlines [Planning & Game Design]

E83A Fight Between Live Action and Animation [Graphics]

E84Guidelines [Grab Bag]

E85Masahiro Sakurai on Creating Games Introduction Video

E86Unexpected Results [Design Specifics]

E87Damage Animations [Animation]

E88Official Websites [Marketing]

E89Keep Your Internal Pressure High [Work Ethic]

E90Knockback in Super Smash Bros. [Programming & Tech]

E91The Original Piece is Always Right [Audio]

E92Make Important Elements Bigger [UI]

E93More Game Essence Means Less Broad Appeal [Game Essence]

E94Show and Tell: Some Rare Belongings [Grab Bag]

E95The Perils of Interpolation [Animation]

E96Planning Your Game’s Rewards [Planning & Game Design]

E97Do Graphics Impact Fun? [Graphics]

E98Billboards [Effects]

E99Flick Input [Design Specifics]

E100Special Crossover! #1 [Special]

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 histor…

E101Special Crossover! #2 [Special]

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 d…

E102Special Crossover! #3 [Special]

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!

E103The Majority Shouldn't Always Rule [Work Ethic]

E104The Shoryuken Command [Game Essence]

E105Super Smash Bros. Ultimate [Game Concepts]

E106Avoiding Comparison [Planning & Game Design]

E107Making Games as Part of a Company [Team Management]

E108Fighter Reveal Videos [Marketing]

E109Making Sequels [Planning & Game Design]

E110Odds and Ends of Supervising [Graphics]

E111Facial Animations [Animation]

E112Strong Attack, Light Reverb [Audio]

E113Game & Watch Designs [Grab Bag]

E114I Want to Choose Fast! [UI]

E115The Pros and Cons of Leaderboards [Game Essence]

E116The Power of Suggestion [Work Ethic]

E117How Multiple People Work on One File [Programming & Tech]

E118Teaching Players How to Play [Design Specifics]

E119Making Things Look Miniature [Graphics]

E120It’s Easier If They Already Know [Planning & Game Design]

E121Creators Change, Too [Grab Bag]

E122Finish Everything Within the Day [Team Management]