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Kirby Developer Opened YouTube Channel… Game development more fun

Star developer Sakurai Masahiro, who developed Nintendo hits such as Kirby series and Super Smash Brothers, has opened a YouTube channel Sakurai Masahiro's Game Creation Story (Masahiro Sakurai on Creating Games).

Sakurai is a long-time veteran developer who has produced several works from 1992 to Kirby Dream Land to Super Smash Brothers Ultimate in 2018.

In the first video of the channel, Sakurai said, I want to help people around the world to develop a little more fun. It is easy to understand without professional development knowledge, but at the same time, it plans to create practical and fun videos that can help current developers. However, Korean subtitles are not supported, leaving a pity.

Mainly, the main contents of the game are important principles of game development, new perspectives, industry development methods and philosophy. In addition, Nintendo's permission will often be seen as exclusive content that Sakurai has not seen elsewhere, such as the development build and design document of .

Sakurai recommends watching not only game developers but also general users who enjoy games. The more you know about the game, the more you can enjoy the game life as a simple hobby.

On the other hand, this channel is not made for revenue, so intermediate advertising is not inserted. Rather, the cost of translation and editing will occur, but Sakurai says it is investment for the game industry. I hope this channel will create more game makers, and as a result, I hope there will be more interesting games for us to play, he said.

Meanwhile, Sakurai's first full-fledged content video is Stop for the decisive moment! (Stop for Big Moments). In this video, Sakurai advises you to put an effect that stops the game for a while at the decisive moment, such as catching a boss or dying. This can maximize the impact of victory or defeat and help users to grasp the situation.

Examples are classic side-scrolling games. In some titles, even if the gas explodes due to enemy bullets, the game will flow at the original speed. In this case, users may not be able to realize what happened.

At this time, adding simple effects to stop the game will help in many ways. First, users can easily see how they died, and the dizzy feel of a mistake is maximized. In addition, since it is not difficult to apply, it can be effective with the development of the developer, Sakurai said.

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