Seeing Karate Joe in Sakurai's video gives me a hidden feeling I haven't had in years... Also, Sakurai talking about layers and stuff reminds me of a graphic design course I went through not too long ago lol
There's a lot that's very interconnected with 2D games and graphic design! The main difference being code. You'll find that a lot of subjects are interconnected in one way or another. Like old fashion animation. Disney helped pioneer the idea of using layers with the Multiplane Camera, made for Snow White and the Seven Dwarves.
Ultimate’s effects were always something I noticed actively. I could see that they had quite a lot of depth and planning in them to make them pop for the players, and keep the information they conveyed clear and obvious
The effects in smash made little sense to me and so was trying to figure out the hitbox based on the effects, so reading them was difficult, I agree they really pop and make motion obvious. I thought they would convey the hitboxes.
I especially appreciate Ultimate's VFX because Brawl's VFX always felt kind of hard to read. Both games have a lot of stuff going on in each fight, but Ultimate reads much more cleanly, and I doubt it's just the increased resolution.
Honestly it impresses me how each attack type has its own unique hit effect. If you look carefully you'll notice things like swords, fire, fists, lighting, magic, psi, etc. all have their own unique effects whenever they hit an enemy. DLC characters even have hit effects taken from their original games!
Never thought I'd see a legend like Sakurai giving me and millions of others game design lessons over the internet - and for free, no less. Even if the concepts are still just at the basics, it's always such a pleasure to see an industry professional that I know I can trust giving these presentations.
As an artist this is probably my favorite episode so far, people never consider how contrasting brightness and elements can contribute to the impact effects have :D
Never realized how important effects were, especially when I played Smash Bros, they were so well designed and helped make the game feel more powerful. Adding things like contrast makes it feel more impressive, I love these videos.
Effects (or juice as my teacher calls them) are things that you either notice there are too many or none at all, but you don’t notice when there’s a good amount
@@pastapastajfollower2919 It’s not just visual effects. If you played Super Mario Bros. with only music and no other SFX, whenever you hit a goomba or power-up, it would feel like something is missing
@@gamemaster2819 your right again, the things I don’t think about when I play games, that’s why I love games so much, they feel so furfilling, it’s just I never notice since I have too much fun, thanks for filling me in bud.
@@pastapastajfollower2919 Juice doesn’t appeal to the conscious mind where you actively think about them. It’s noticed by the subconscious, where they effect your emotions. They take minor and major moments of triumph or frustration, and amplifies them
My dad is a professional artist and art teacher. One of the best things he ever taught me was the simple importance of “light against dark.” If you can master applying this throughout an entire piece, then everything can be readable and distinct while looking natural-which is of course very difficult. Generally speaking though the concept still applies here-you really want to maintain a decent amount of contrast as often as you can, otherwise information gets lost to the player!
You really gotta grab the players attention, especially in action games and the like. Lots of colors but not too much to the point that they go blind lol. Make it look cool too. Fire should look bright and wild, stuff like that
When ever I play Ultimate I’ll sometimes just see a new animation like these and it just reminds me how no matter how many times I see an animation, there is almost always more effort put into it that I give it credit for.
Ah yes, the unsung hero of gaming that is visual effects. Little details like these can make even the simplest of actions, such as moving your character around, go from feeling okay, to amazing. (Just look at how much dust Mario kicks up whenever he starts running.) Never underestimate what applying a little extra polish to even the smallest of actions can do for your game!
When I draw I always feel the need of adding a thick outline so it can stand out from everything, the problem comes when everything has a thick outline, at some point you have to remember what's the focus of the drawing, just because you put a ton of effort on a pot in the background doesn't mean that pot needs to stand out.
My general guideline when it comes to outlining things in my art is: - what's the focal point/object in the scene? - what's in the foreground? Outline the foreground focal subjects in thicker lines than the background subjects. Also aim to limit thick outlines around 25% - 30% of the whole scene/picture, or else the whole thing will look "weighed down" and "heavy" with all the thick lines all over.
And, you can also use Colored Outlines or Grayscale Outlines for background elements to allow them to blend better. The point of an outline is to make the silhouette stronger. So, keeping blacks for the focal point can balance things a little better. You find this a lot in 2d sidescrollers.
@@odarter9800 not even blacks are necessary for focal points, I imagine a yellow outline on a purple background works wonders too, or a white online on a red background with black background outlines, the point is to stand out from the rest, unless the point is that nothing stands out because everything matters, like those Where is Waldo draws.
Huh, really wasn't expecting Karate Joe's guest appearance here. Thanks for reminding me that I seriously need to play a Rhythm Heaven game one of these days, Mr. Sakurai. Oh, and as for the topic itself, it was a pretty interesting one; the visual effects in certain games can really pop in comparison to others!
The tip about adding a darker composite so the effect can easily be noticed under bright scenes is nice. Of course, the reverse is true also for adding a bright flash composite so it can stand out in darker/nighttime scenes.
It really feels like the more of these videos Sakurai produces the more I appreciate every last bit of smash brothers even more, just with how many careful layers of polish and effort were put into absolutely everything.
I love how every single one of Mr. Sakurai's lectures offers a different perspective and teaches me something new. I'm learning SO much about game design that I never knew about before.
Damn, I could listen to him rambling about good videogame developer practices all day without getting tired. Just these small nuances of how he overcomes small graphic hurdles with a subtle trick makes my productivity to sky rocket. Sakurai is a good source of inspiration and videogame producing energy ⚡
I feel like effects are one of the hidden pillars of games; Especially since most of the time when they're good you don't notice it too much, as they simply blend and make things nice, but when there's a lack of effects, boy is it glaringly noticeable.
I've thought for years that Ultimate has some of, if not the best effects in VG history. Super expressive, bright and vivid, easily readable and incredibly varied and unique. I've always wanted to learn how the Smash team made them and I'm very very hopeful that there are more episodes in this category, I could learn about this kinda stuff for weeks straight and never lose interest
Even in pixel graphics effects such as explosions can really contribute to the overall feeling. For example some of my personal favorites show up in the "Metal Slug" series of side-scrolling shoot'em ups by SNK.
I love these introductory lessons but I also hope that one day Mr. Sakurai feels like going more in depth on a topic or game once he's made it through the basics for everyone.
When I was a kid I remember I used to pause smash bros 64 all the time just to appreciate the flash and effects of every action. The moves, the damage the explosions everything. Also before I got the game I used to watch the McDonald's game section and being perplexed by the KO explosion happening every time.
Mr Sakurai didn't mention that they also add a subtractive material behind the additive material to add more contrast to make the background darker, thus allowing us to see the additive blend on bright environment.
Damn, this is perfect timing. Been doing a lot of research on VFX over the past weeks and thinking on ways to improve visibility in my game. I'm definitely guilty of using too much additive blending haha.
I can't wait for the episode where Sakurai talks about the music dynamically adjusting to the game like in _Devil May Cry 5_ and the tank minigame in _Wii Play._
Every single video he'll do I'll take in mind because if I want to be as successful as he is I need to step up my game/s by a lot like one zillion miles. Thank you sakurai for making these videos!!!❤️
As soon as I saw the elements at the beginning I knew it was smash 👌 I love all the effects in smash, there’s so much to them, even in the menu and right before a battle the particles and the “start” line on the character select screen that explodes when you click it 👏👏👏 one of the many reasons why I love Smash Ultimate
Absolutely amazing insight, such a basic thing, but also something that can be easily overlooked by many that can really change the feel and experience of a game for the better
Great video as always. I never realized the consideration that went into effects, making sure that they are visible and more distinct by mixing in dark elements. This could honestly be applied to other mediums, not just video games.
When I took a game vfx class in college, I took a bunch of screenshots from Smash Ultimate as references for my final project. The game has a ton of good effects to draw inspiration from.
yeah, the vfx in ultimate really are something else that game is just so great and unique with it's visual design in general it did so many cool things that i now wonder how i could ever live without in all games before its the biggest example probably being final spark
i love how quick, easy, most importantly digestible the content Sakurai is delivering! perfect for budding game designers. for anyone else interested in learning more in this particular niche of game developing and wanna dive deeper into shaders and the math and principles behind it (like sakurai mentioned here, additive blending) yall should check out Freya Holmer! she has tons of videos on that aspect of game development and would definitely be my recommendation for learning more for free on youtube.
This is more of a sound effect thing than a visual effect thing, but I always sound how crunchy the sound effects are in Smash Bros 64. Ultimate's really good too, but there's something special about 64's explosive ones
I did wish Sakurai talked about over using effects. One of my pet peeves is when video games use too many effects you can't see what's going on in the game.
This one was very helpful! I always struggled with making effects stand out in my personal or professional projects. In level design I'm pretty decent at using contrast, but I never got how it works in visual effects. Now I get it! It's very similar to level design actually - layers upon layers of visual feedback :)
I'm making a fighting game and I've been watching smash bros videos in slow motion trying to see how you got the effects looking so good. This video is so helpful! 本当に本当にほんっとーーーにありがとございました!!🙇♂️🙇♂️🙇♂️
Adding darker elements to an effect works in a similar way to adding a dark background behind bright subtitles. It guarantees the effect will be visually legible, no matter the style of the background.
Thanks for the lessons, I am out of the blue interested in learning game development I passed from being a casual gamer who wanted to save himself from the hasle of learning and just have fun to want to pursue another career
There are some games I've played where effects are quite overdone or overused, so much so that I cannot tell what is happening on my screen sometimes. I play on PC, so in some of those games I have the luxury of changing specific settings within the files, or installing a mod to get rid of them. Not all games can be adjusted like this though, and it makes it frustrating when it is something so simple, like a UI element for example, that I want disabled. In many games, effects do a whole ton to make the gameplay experience much more visually satisfying, but there is always a point where the effects are just too much and impede on gameplay visually. One good example for me is damage numbers in a first or third person shooter. They may display useful info, but for me in most cases it only gets in my way, so if I can I make sure it is disabled. Certain effects in some games are just not necessary, and I'm thankful for every developer that gives us in-game options to toggle them on and off.
I do have to wonder if the Karate Joe addition was also a literal jab at the Smash speculation scene, I remember when people were going NUTS about DK and that TV in the one trailer lol
Why hasn't his channel reached 1 million subs yet? I was hoping we could have saved Google postage by having them bundle his 100K and 1 Million plaques together in one package.
Seeing Karate Joe in Sakurai's video gives me a hidden feeling I haven't had in years... Also, Sakurai talking about layers and stuff reminds me of a graphic design course I went through not too long ago lol
Based Sakurai's editor.
Sakurai, for some, a game designer, for me, a paternal figure
It's such a small thing but it made me so happy
Karate Joe jumpscare
There's a lot that's very interconnected with 2D games and graphic design! The main difference being code. You'll find that a lot of subjects are interconnected in one way or another. Like old fashion animation. Disney helped pioneer the idea of using layers with the Multiplane Camera, made for Snow White and the Seven Dwarves.
Ultimate’s effects were always something I noticed actively. I could see that they had quite a lot of depth and planning in them to make them pop for the players, and keep the information they conveyed clear and obvious
The effects in smash made little sense to me and so was trying to figure out the hitbox based on the effects, so reading them was difficult, I agree they really pop and make motion obvious. I thought they would convey the hitboxes.
They also have an incredible amount of information built it. Theyre fantastic
I especially appreciate Ultimate's VFX because Brawl's VFX always felt kind of hard to read. Both games have a lot of stuff going on in each fight, but Ultimate reads much more cleanly, and I doubt it's just the increased resolution.
Honestly it impresses me how each attack type has its own unique hit effect. If you look carefully you'll notice things like swords, fire, fists, lighting, magic, psi, etc. all have their own unique effects whenever they hit an enemy. DLC characters even have hit effects taken from their original games!
Never thought I'd see a legend like Sakurai giving me and millions of others game design lessons over the internet - and for free, no less. Even if the concepts are still just at the basics, it's always such a pleasure to see an industry professional that I know I can trust giving these presentations.
Not just a pro, one of the goats!
Agreed
A lot of professional game designers forget the basics or don't know the basics. The basics is the most important aspects
As an artist this is probably my favorite episode so far, people never consider how contrasting brightness and elements can contribute to the impact effects have :D
As an artist I have indeed never thought about that while making effects xD
I understand
I honestly wish Sakurai was a teacher, as his class would be very interesting. It would probably fill up within days.
Seeing how this channel was made of the fact that he keept getting ask to give advice, and straight tutoring, add they that checks out.
It would fill up in hours. Minutes, even.
Apparently these videos get shown at some schools in Japan now lol
TBH this channel is sort of like his digital classroom
It would fill up in seconds, I think.
Never realized how important effects were, especially when I played Smash Bros, they were so well designed and helped make the game feel more powerful. Adding things like contrast makes it feel more impressive, I love these videos.
Effects (or juice as my teacher calls them) are things that you either notice there are too many or none at all, but you don’t notice when there’s a good amount
@@gamemaster2819 your right, I feel like the effects aren’t too overdone or too oversaturated, putting a nice blend in between.
@@pastapastajfollower2919 It’s not just visual effects. If you played Super Mario Bros. with only music and no other SFX, whenever you hit a goomba or power-up, it would feel like something is missing
@@gamemaster2819 your right again, the things I don’t think about when I play games, that’s why I love games so much, they feel so furfilling, it’s just I never notice since I have too much fun, thanks for filling me in bud.
@@pastapastajfollower2919 Juice doesn’t appeal to the conscious mind where you actively think about them. It’s noticed by the subconscious, where they effect your emotions. They take minor and major moments of triumph or frustration, and amplifies them
My dad is a professional artist and art teacher. One of the best things he ever taught me was the simple importance of “light against dark.” If you can master applying this throughout an entire piece, then everything can be readable and distinct while looking natural-which is of course very difficult. Generally speaking though the concept still applies here-you really want to maintain a decent amount of contrast as often as you can, otherwise information gets lost to the player!
As an aspiring VFX Artist, I find this information incredibly helpful and succinct. Thanks a ton, Sakurai-san!
You really gotta grab the players attention, especially in action games and the like. Lots of colors but not too much to the point that they go blind lol. Make it look cool too. Fire should look bright and wild, stuff like that
Like Ristar! Great color example to me.
Edit: it does have good fire effects too.
The Persona and Danganronpa series uses colours in very unique ways.
When ever I play Ultimate I’ll sometimes just see a new animation like these and it just reminds me how no matter how many times I see an animation, there is almost always more effort put into it that I give it credit for.
Ah yes, the unsung hero of gaming that is visual effects. Little details like these can make even the simplest of actions, such as moving your character around, go from feeling okay, to amazing. (Just look at how much dust Mario kicks up whenever he starts running.) Never underestimate what applying a little extra polish to even the smallest of actions can do for your game!
babe wake up new sakurai video just dropped
Nice Rhythm Heaven reference at 00:54!
Sakurai is truly a man of culture.
When I draw I always feel the need of adding a thick outline so it can stand out from everything, the problem comes when everything has a thick outline, at some point you have to remember what's the focus of the drawing, just because you put a ton of effort on a pot in the background doesn't mean that pot needs to stand out.
My general guideline when it comes to outlining things in my art is:
- what's the focal point/object in the scene?
- what's in the foreground?
Outline the foreground focal subjects in thicker lines than the background subjects.
Also aim to limit thick outlines around 25% - 30% of the whole scene/picture, or else the whole thing will look "weighed down" and "heavy" with all the thick lines all over.
And, you can also use Colored Outlines or Grayscale Outlines for background elements to allow them to blend better.
The point of an outline is to make the silhouette stronger. So, keeping blacks for the focal point can balance things a little better.
You find this a lot in 2d sidescrollers.
@@odarter9800 not even blacks are necessary for focal points, I imagine a yellow outline on a purple background works wonders too, or a white online on a red background with black background outlines, the point is to stand out from the rest, unless the point is that nothing stands out because everything matters, like those Where is Waldo draws.
Huh, really wasn't expecting Karate Joe's guest appearance here. Thanks for reminding me that I seriously need to play a Rhythm Heaven game one of these days, Mr. Sakurai.
Oh, and as for the topic itself, it was a pretty interesting one; the visual effects in certain games can really pop in comparison to others!
The tip about adding a darker composite so the effect can easily be noticed under bright scenes is nice.
Of course, the reverse is true also for adding a bright flash composite so it can stand out in darker/nighttime scenes.
It really feels like the more of these videos Sakurai produces the more I appreciate every last bit of smash brothers even more, just with how many careful layers of polish and effort were put into absolutely everything.
I love how every single one of Mr. Sakurai's lectures offers a different perspective and teaches me something new.
I'm learning SO much about game design that I never knew about before.
Loved the Karate Joe cameo. Such a nice guy!
Damn, I could listen to him rambling about good videogame developer practices all day without getting tired. Just these small nuances of how he overcomes small graphic hurdles with a subtle trick makes my productivity to sky rocket. Sakurai is a good source of inspiration and videogame producing energy ⚡
I feel like effects are one of the hidden pillars of games; Especially since most of the time when they're good you don't notice it too much, as they simply blend and make things nice, but when there's a lack of effects, boy is it glaringly noticeable.
So cool to see Masahiro talk about VFX for Games!!! 💥✨
I've thought for years that Ultimate has some of, if not the best effects in VG history. Super expressive, bright and vivid, easily readable and incredibly varied and unique. I've always wanted to learn how the Smash team made them and I'm very very hopeful that there are more episodes in this category, I could learn about this kinda stuff for weeks straight and never lose interest
This dude is such an expert. So much so he even knows how to explain things to a layman like myself.
I feel like he's talking to the multiversus guys like "make your game better here are the steps" lol
Even in pixel graphics effects such as explosions can really contribute to the overall feeling. For example some of my personal favorites show up in the "Metal Slug" series of side-scrolling shoot'em ups by SNK.
The explosions in metal slug are the pinnacle of satisfaction in pixel art.
That Rhythm Heaven reference made me smile
I love these introductory lessons but I also hope that one day Mr. Sakurai feels like going more in depth on a topic or game once he's made it through the basics for everyone.
When I was a kid I remember I used to pause smash bros 64 all the time just to appreciate the flash and effects of every action. The moves, the damage the explosions everything. Also before I got the game I used to watch the McDonald's game section and being perplexed by the KO explosion happening every time.
Mr Sakurai didn't mention that they also add a subtractive material behind the additive material to add more contrast to make the background darker, thus allowing us to see the additive blend on bright environment.
Ok but can I just say how nice I think his shirt is? Anything this man wears seems to fit him so well that it's scary
I would never understand why people love to hate this game. So much details on it that makes it whole.
Sakurai makes the littlest thing in video games to teach us how gaming can be extremely epic!
Damn, this is perfect timing. Been doing a lot of research on VFX over the past weeks and thinking on ways to improve visibility in my game. I'm definitely guilty of using too much additive blending haha.
Even if you don't know about making games. These lessons will help artists and animators! Thank you
Sakurai is giving us an all-purpose advice channel. What a blessing.
i love how fast he brings his points accross. but i wish i could listen to him talk about these things for so much longer
I can't wait for the episode where Sakurai talks about the music dynamically adjusting to the game like in _Devil May Cry 5_ and the tank minigame in _Wii Play._
When you're working on something and Sakurai drops a new vid:
Every single video he'll do I'll take in mind because if I want to be as successful as he is I need to step up my game/s by a lot like one zillion miles.
Thank you sakurai for making these videos!!!❤️
I really like the tip with contrasting colors. It really brings out the feeling of the impact
Not a single detail is beneath him. Truly a master of his work ❤
As soon as I saw the elements at the beginning I knew it was smash 👌 I love all the effects in smash, there’s so much to them, even in the menu and right before a battle the particles and the “start” line on the character select screen that explodes when you click it 👏👏👏 one of the many reasons why I love Smash Ultimate
Absolutely amazing insight, such a basic thing, but also something that can be easily overlooked by many that can really change the feel and experience of a game for the better
I still can't believe this channel exists. What a gift.
Great video as always. I never realized the consideration that went into effects, making sure that they are visible and more distinct by mixing in dark elements. This could honestly be applied to other mediums, not just video games.
When I took a game vfx class in college, I took a bunch of screenshots from Smash Ultimate as references for my final project. The game has a ton of good effects to draw inspiration from.
Quite dedication to uploading videos. Really need to watch more of these.
You haven't watched all of them!? They're so short.
KARATE JOE!!!!!!!!!! RHYTHM HEAVEN!!!!!!!!!! its such a small thing but holy shit its nice to see something rhythm heaven again
Yep, one of the Principles of Art and Design, Contrast. Using complimentary colors and juxtaposing them can also work to make each other pop.
Actually that explains a lot of the design decisions for Smash, and why the FXs have a specific look with the contrast
yeah, the vfx in ultimate really are something else
that game is just so great and unique with it's visual design in general
it did so many cool things that i now wonder how i could ever live without in all games before its
the biggest example probably being final spark
I like how simple yet effective these effects are! Ultimates effects are top notch!
thanks again for yet more simple and fundamental yet amazing and complex advice and knowledge, sakurai!
Pretty cool seeing a rhythm heaven reference here
I admire you, keep doing well Mr. Sakurai😊
i love how quick, easy, most importantly digestible the content Sakurai is delivering! perfect for budding game designers. for anyone else interested in learning more in this particular niche of game developing and wanna dive deeper into shaders and the math and principles behind it (like sakurai mentioned here, additive blending) yall should check out Freya Holmer! she has tons of videos on that aspect of game development and would definitely be my recommendation for learning more for free on youtube.
I love the simple and subtle attentions to detail like this! Super nice!
using a contrasting layer is actually an important precept to producing text that is readable no matter the background
Like adding straight lines to a curvy design. Nice last line. Thank you, Sakurai-san.
Bloodborne just said, "You know what, let's just make our effects very red..."
Ultimate's particle engine is so good.
Thank you very much for making this channel Sakurai-sensei. The gaming industry is going to improve from these lessons for sure!
Judging by the categories so far, you might think Sakurai is half game designer and half artist lol
This is more of a sound effect thing than a visual effect thing, but I always sound how crunchy the sound effects are in Smash Bros 64. Ultimate's really good too, but there's something special about 64's explosive ones
I’ve always loved the special effects of smash. And also, Smash has great impact sounds.
I did wish Sakurai talked about over using effects. One of my pet peeves is when video games use too many effects you can't see what's going on in the game.
since effects are a whole category, I wouldn't be surprised if we got that eventually!
This one was very helpful! I always struggled with making effects stand out in my personal or professional projects. In level design I'm pretty decent at using contrast, but I never got how it works in visual effects. Now I get it! It's very similar to level design actually - layers upon layers of visual feedback :)
0:54 - KARATE JOE CAMEO!
Not that this is the place to say such things, but I really hope there's a Rhythm Heaven character in the next Smash Bros.
I'm making a fighting game and I've been watching smash bros videos in slow motion trying to see how you got the effects looking so good. This video is so helpful! 本当に本当にほんっとーーーにありがとございました!!🙇♂️🙇♂️🙇♂️
Haven’t made effects for my game yet so I really needed this! Thanks Sakurai!
When I now see other fighting games similar to Smash, I'm gonna look out for good Effect Design!
It's like he always knows just what I'm currently working on or struggling with
Adding darker elements to an effect works in a similar way to adding a dark background behind bright subtitles. It guarantees the effect will be visually legible, no matter the style of the background.
So this is about particles and visual effects
this explains the amazing effects in Ultimate. previous effects were all quite nice and good, but Ultimate's stands out amongst its predecessors.
Thanks for the lessons, I am out of the blue interested in learning game development I passed from being a casual gamer who wanted to save himself from the hasle of learning and just have fun to want to pursue another career
There are some games I've played where effects are quite overdone or overused, so much so that I cannot tell what is happening on my screen sometimes. I play on PC, so in some of those games I have the luxury of changing specific settings within the files, or installing a mod to get rid of them. Not all games can be adjusted like this though, and it makes it frustrating when it is something so simple, like a UI element for example, that I want disabled.
In many games, effects do a whole ton to make the gameplay experience much more visually satisfying, but there is always a point where the effects are just too much and impede on gameplay visually.
One good example for me is damage numbers in a first or third person shooter. They may display useful info, but for me in most cases it only gets in my way, so if I can I make sure it is disabled.
Certain effects in some games are just not necessary, and I'm thankful for every developer that gives us in-game options to toggle them on and off.
I love this video. This is useful for graphic design in general, not just games :D
Getting free graphic design advice from the main man himself
That is incredible thing I never thought you will cover this topic and how effects in game work NGL
Multiversus director: Write it down! Write it Downnnn!!
P O Y O
Sakurai as always teaching Is how to improve
Sakurai is giving us a advice channel, This is wholesome
i like how these help me at art since im not even close to be a game developer yet, thank you Sakurai 🙏🙏
Awesome, I always wanted to know more about the Smash effects, they're so flashy!
I've actually been struggling with this in my own visual effects. Thank you very much for this!
Oh yeah, I remember seeing 2d effects mixed in with the particle effects when playing with the camera in Smash.
This man is just doing side quests at this point.
Always simple to understand and interesting to learn. Thanks for the effort you put in this channel
Ah, hadnt thought of adding dark. Thanks!
I do have to wonder if the Karate Joe addition was also a literal jab at the Smash speculation scene, I remember when people were going NUTS about DK and that TV in the one trailer lol
0:54 karate joe!
Why hasn't his channel reached 1 million subs yet? I was hoping we could have saved Google postage by having them bundle his 100K and 1 Million plaques together in one package.
Now I learned proper special effects for games and animation! Thanks a lot!
thank you mr sakurai for another upload
Definitely something I'm learning from this series is: "gah!" for "but!"
Love the delivery of those videos
WAS THAT KARATE JOE???
Good eye. Ha!
Never been particularly good at hit sparks and visual effects in general. I oughta practice them sometime