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An inspiration engine for ideas
Design Club - Super Mario Bros: Level 1-1 - How Super Mario Mastered Level Design
youtube.comMiyamoto: "If possible, I’d prefer not to work at all, but if I’m going to work, I want to do so as efficiently as possible. I’m always thinking about how to make what I’m working on a hit, because If I make a hit, this makes my next job easier. I talk about these creative dilemmas at the new employee seminar every... See more
Stealthx.com—The music was also particularly good in this film. Miyazaki: I had absolutely no involvement with the music at all. I even joked at one point that maybe we didn’t need any music in the film [laughs], but we couldn’t get away with that. So I left everything regarding music up to Takahata-san, because he knows much more about it. Jo Hisaishi had
... See moreHayao Miyazaki • Starting Point: 1979-1996
“You have to teach the player in a natural way, that they need to avoid them by jumping over them,” says the game’s designer, the legendary Shigeru Miyamoto.
Brian Christian • The Alignment Problem
How To Build Your Self Discipline - Miyamoto Musashi
youtube.comなにもできないからプロデューサーになった | ほぼ日刊イトイ新聞
1101.com
Submitted for your approval: my TOP FIFTY design decisions in WarioWare DIY. This game has been a huge influence on me for the design of @castlexyz.
What does it look like when Nintendo designs a game development tool that anyone can use?
🧵🪡👇🪡🧵
David Colex.com
Constraints foster creativity. Mario has a mustache and a hat because they couldn't render a mouth, eyebrows, or animate hair with limited tech https://t.co/LJE2DELmT9



