The tone and manner of a game's menus vary depending on the game-there's no one catch-all solution. Today, I'll share an example of this so you can see what I mean!
I've always liked the use of character art in Ultimate's menus. Some of the pictures in Rule settings and Vault are especially funny while also doing a good job at conveying what they represent, like Sonic running around the clock face of Umbran Clock Tower when setting the time limit or Link and Zelda eating popcorn when hovering over the Movies menu.
This also explains why Kirby 64 had such an awesome customization with the colors. Remember how you could just pick the theme for the bottom screen with the life bar? I used to pick that blue/black one all of the time lol
... Unless you're colourblind. I love Kirby games, but I cannot play as Green or Yellow because I WILL get the two confused in gameplay. I pretty much have to play as Pink or Blue to enjoy the game. (Unless one of Green or Yellow isn't in play, then it's fine)
@@CiromBreeze There should always be a backup accessibility feature for color blind people for this reason. Color alone isn't enough and slightly different shades isn't enough even for some people who aren't color blind.
@@CiromBreeze In fact, due to being colourblind, I tend to not take note of the colours I see at all. Experience has taught me that it is not a reliable source of information. So when a friend asks me whether the character is red or blue, even if I can technically tell the difference, I'll actually have to look at it again because I didn't really pay attention to that. This made playing Among Us very difficult, even when everyone had colours I could identify.
@@essaysandmore You. I like you. Most colourblind people are always down on "oh I can't see the difference there is nothing I can do" but you actually think about ways to see the differences between them, you search for ways to compensate it instead of laying down, that is a really good thing.
I've always liked how the Persona series gave each game from 3-onwards its own UI colour. Persona 3 got blue, 4 got yellow and 5 was red. Even some spinoffs follow this: Q got purple and Q2 used orange. In a series whose main installments are designed to be self-contained and playable in any order, this helped emphasize each game's identity.
1:19 He didn't specifically mention it here, but I see some important reasons that the "mishmash" of colour on that menu doesn't feel disorienting. And since I'm feeling sick this morning, and I'm not going to be able to do much else today, I'm going to explain these: 1) There are bold black outlines that separate each section, making it very clear which section ends where. 2) Between each of the panels, there is effective use of negative space (i.e. empty space in an image that automatically makes you see it as a background). 3) The colour of the backgrounds and the outline colours of the characters make a clear contrast. (Notice that Pikachu is in front of a yellowish background, but he is in the centre of other characters, so it doesn't look like his outline is disappearing into the background. Also, Captain Falcon's helmet is red, but between the colours of his body behind him, and the white highlight, there is no contact between the red part of his helmet and the red of the background.) 4) The whole screen uses principles of artistic composition well. Red is considered to be a dominant colour, and blue is a recessive colour; to a certain extent, your brain will sort red colours as being closer to the foreground, and blue colours as closer to the background. (Optical illusions can happen because of this. This is why old 3D glasses had one red lens and one blue lens.) You'll notice each of the four corners of this screen has a red/blue motif in it: Mario's red cap and shirt and red fireball, contrasting with his blue eyes, blue overalls, and blue background; Samus' red helmet and chestpiece, contrasting with a bluish arm cannon and blue background; a mostly blue Mega Man beside a blue-and-red Captain Falcon, in front of a red background; and the Villager's red shirt directly beside Sonic's blue fur. Each of these colours balances the image, so that each of the corners draws your attention, but doesn't overwhelmingly make you focus on that corner alone. The strongest notes of yellow are in the top-centre and bottom-centre, which balances; and compared to red and blue, yellow tends to appear less dominant than red, but more dominant than blue. It fits with all the other colours as a whole. And all the characters' colour schemes are placed so that they work well with each other. In particular, notice how the characters in the "8-Player Smash" icon are positioned when three or more of them are side-by-side with each other. For instance, you have a green Luigi beside a pink Kirby, a blue Sonic, a Villager wearing red and black, and black-and-white lettering. Or you have a yellow Pikachu beside a pink Princess Peach, a blue Sonic, a red-and-black Villager, and a grey shovel. None of the adjacent colours clash, and they're all distinct enough from one another to make the characters all clearly visible. So, yeah. For something seemingly so simple, I think some artists on the development team probably put in a lot of work to make sure they got everything just right.
Even though it's pretty cool, overall, I think you interpreted a bit too much/in detail, regarding the composure and positioning of the characters and colour and thus (creating) contrasts...😅😅 Also: the first 3D glasses work with FILTERING (which is obvious actually) and not how you claim one colour being dominant and one recessive! 🤷🏽♂️
But remember: don't rely on color alone to convey information! Lots of color blind people out there that have difficulty distinguishing certain color combinations (like green-red, for example). If color is important, at least offer a way for color blind people to navigate your menus. Accessibility is alway important.
As a good art approach and especially for accessibility, always test a game's visuals and menus in greyscale and make sure values are different enough to readily distinguish features.
@@deeps6979 To add to this, on Windows 10 and 11, you can toggle color filters with Ctrl+Windows+C. There are 3 for different types of colorblindness, one for grayscale and one for inverted colors. Much faster than throwing everything in Photoshop to test the colors! (I surprised one teacher by using the filters for this sort of work!)
I love how Sakurai indirectly calls out Splatoon here. 😂 The "mishmash of colors" thing just happens to work out in that game though because of its nature.
I thought the same thing at first. But to be honest, the menus in Splatoon really aren't all that mishmashed. Most if them are either gray or black with an accent color for the mode. The menus for gear and miscellaneous stuff are pretty clean too.
The unique part about color coding in game design is that there's a method called "pallete swaps", which is taking the already existing sprite/model of a characters, repaint them with different colors palletes to create a variety of characters, and this can be seen in platformers and fighting games. Luigi was once a pallete swapped Mario who happened to be designated as a "Player 2", but he was redesigned to be tall and slender as well as adding personality in the later Mario titles.
I'm surprised you didn't mention RPGs, I see those rely on that method a lot. But yeah, I'm trying to make my own, drawing all the sprites... and by the 12th enemy, I'm already seeing how attractive that practice is x)
@VonFirflirch Yep. Palette swapping also started back in the days when an entire game took up less memory space than a modern jpg, so using the same sprite but pointing to a different palette made sense. So if two enemies are functionally the same,(melee, ranged, element) but at different powerlevels and/or in different areas, palette swaps add variety and the colourblind don't need to know the actual colours, they just need to know the toolset the enemy has. Do be careful about recolouring enemies with key differences, though, if players need to be able to tell fire from ice because they can be in common areas(like Wizzrobes in BotW and TotK), that should be obvious in greyscale, at least by hue and saturation
You'd obviously know given your handle. BUY A SUB-ZERO/SCORPION/REPTILE DOLL And Mega Man heroes are palette swappers in their own rights. Or their enemies' rights, 'cause that's how they get the ability to swap to begin.
stating how you should put tone and atmosphere first is such a unique take i dont see a lot of other game dev advice channels do and its really a good way to think about it rather than feeling like everything is necessary no matter what you make
It’s also worth noting that nothing should be solely communicated through color, for accessibility reasons. But it is cool when everything has a strong color identity.
Street Fighter 6 did exactly the by color-coding the Drive Mechanics (Impact & Reversal are character-specific, Parry is blue, Rush is green, Overdrive is Yellow). But I wish some consideration was made for color-blindness. With that said, maybe the organization of the Smash Ultimate character select screen would’ve been easier to follow if there was an option for the characters to be organized by series (& company for the third-parties). If anything, I wish SF6 did this for the DLC characters since the base roster is actually really organized (newcomers at the top, veterans at the bottom organized by their debut game).
I'm kinda curious now how many games actually include colorblind options, how many of those options who are actually GOOD and how many come from US / EU and which come from Japan (so essentially "West" and "East" at least in terms of the AAA industry). Because I feel like I only ever hear about color-blind options coming from western games, like Insomniac and Naughty Dog-games.
@@goranisacson2502 This is only an anecdote, but some recent Mario Party minigames have started to combine color AND shapes/patterns. Designers shouldn't rely on color in the first place; The best colorblind option is no option!
@@goranisacson2502 Splatoon has colorblind settings, but I’m not sure how extensive they are off the top of my head. Exoprimal also has colorblind settings, but they’re hilariously limited.
Another fantastic (and colorful) video from Sakurai! I agree that color is an important aesthetic for your game, including the menus and UI. I enjoy Smash Ultimate's menu a lot.
As long as the colors chosen have distinct tones, this will work even for folks with some form of Color Vision Deficiency. Its great as an extra layer of information and it can be paired with symbols or other style choices to give each menu it’s own “visuals identity.”
In a grittier game, subtlety may have to be used instead. An example would be using narrower text boxes the deeper into a menu you get. Shape might be another good way to differentiate the menu type (Oblongs for main, triangular for options, rectangles for saves etc.)
Always love Zelda games (at least before BOW and TOTK) for this. The music, fx, color schemes and when you navigate through the options are really great with a special recalling in OOO and MM.
I kinda think about Splatoon when I see this video. Color is a huge portion of that game's identity, but it never feels like the colors clash or make the image unpleasant. The fact that every multiplayer match AND single player levels use contrasting colors that also compliment each other (like orange and blue) makes everything easy to read while also being visually stimulating.
One important thing to note is that a sizeable amount of people has some form of colour blindness. While you want to implement other identifiers in your design anyway, there are free tools to simulate this online to mitigate parts of it with colour choice. Speaking of which; if you google color wheel you can get a headstart on colour selections. If you use them as identifiers, you need an appropriate amount of contrast. This can be a big help, especially when starting out. There's a lot more to colour theory, but if this is a subject that interests you, there's plenty channels that cover it. From design focused ones to art.
I honestly find the Smash Wii U menu to actually be cluttered, but I think if anyone has to take something out of this is the last words. The UI design goes in tandem with the game's tone
I don’t have a ton on f ideas that are worth much but have you thought about new smash brothers game modes? Like maybe a mode where trophies drop and you try to collect more of them before the opponents do? And being knocked into the blast zone makes you drop trophies as well as taking x amount of damage. Winner decided after a set number collected or time limit? Or maybe a king of the hill match where you have to stand in an ever moving space on a stage to collect points. The only other idea I have is level manipulations.
Don't forget about accessibility, color is not the best label to differentiate options in UI. Relying on symbols is a good idea if you want your game to be playable by dyschromatopsia-suffering people. You can also rely on sounds to cover players with visual impairments.
Nothing much for me to add here this time. but it really depents on the game. my game as example is based on the design of the first FF games, and fits best with one colored boxes. and Minecrafts menus reflect it's simple style. (that's why some texturepacks might feel odd in the menus.)
You still can in Ultimate. On the right of the screen select the icon to add players, select the fourth player icon twice to change it from inactive to human controlled. It will then ask you to connect a controller, so press the buttons to confirm, then select your character. Then you can turn the other players to either off, CPU controlled, or human controlled, depending on how you want to play. This feature never went away to be missed in the first place.
Maybe you can have a stamina tag? Like each player can chose like 3 characters and the battle would continue even after the player dies. It just spawns the next in like a stock
I wish more games were colorful. Seems like every game tries to be dark and edgy nowadays, which usually means everything in the game is beige, brown, grey, or black - very boring colors that get old fast. Games like Final Fantasy 6 and 9 told heavy stories and were nice to look at. #oldmanrantingaboutkidsonhislawn
You know I'm noticing a lot of these videos are VERY non-commital. Sakurai will go into some depth about doing something but throughout he'll also be like "But this doesn't apply to every game your game may need to do break this!" At some point you realize you walk away without having gained anything cause even as much as he breaks down dos and don'ts any the whys behind them, he always cancels it out anyways. He's probably really nervous of people declaring he's wrong and harassing him cause it's the internet.
I wouldn't say he "cancels it out". Game design is a mixture of art forms, and one of the biggest things to remember about pretty much any art form is that there's no "rule" that's fully solid. Even the classic "don't shade with black" rule that you'll hear from almost every digital artist can be broken and still look good--comic artists do it all the time. When he says "this doesn't always apply", he's not saying to disregard his advice entirely or that his advice is not useful. He's saying "you can break the rules, but do so consciously". Game design, and art in general, isn't about following a rigid rulebook, it's about being acutely aware of what exactly you're doing and making *conscious* choices for the betterment of whatever you're working on.
"Don't mishmash colors." Reminds me of why I dislike Fire Emblem Engages art color. Color mishmash is exactly how I would describe that games look. Or maybe color vomit would be more appropriate.
I loved how Earthbound named them after flavors, Mint, "Plain" etc
Let's not forget "Strawberry", "Banana", and "Peanut".
I took mint, and you?
@@poweroffriendship2.0 i always avoid strawberry cause it looked like the menus if you lost a party member
@@thecunninlynguist I chose Banana.
I chose grape
I've always liked the use of character art in Ultimate's menus. Some of the pictures in Rule settings and Vault are especially funny while also doing a good job at conveying what they represent, like Sonic running around the clock face of Umbran Clock Tower when setting the time limit or Link and Zelda eating popcorn when hovering over the Movies menu.
This also explains why Kirby 64 had such an awesome customization with the colors. Remember how you could just pick the theme for the bottom screen with the life bar? I used to pick that blue/black one all of the time lol
Every ability had its own color, too. It made it easy to designate what ability combination you have just from two colors alone.
Color coding characters is a great way to see which character you are controlling when picking the same character.
... Unless you're colourblind. I love Kirby games, but I cannot play as Green or Yellow because I WILL get the two confused in gameplay. I pretty much have to play as Pink or Blue to enjoy the game. (Unless one of Green or Yellow isn't in play, then it's fine)
@@CiromBreeze you could also just put costumes on them, many games that involve the 4 kirbys have that
@@CiromBreeze There should always be a backup accessibility feature for color blind people for this reason. Color alone isn't enough and slightly different shades isn't enough even for some people who aren't color blind.
@@CiromBreeze In fact, due to being colourblind, I tend to not take note of the colours I see at all. Experience has taught me that it is not a reliable source of information. So when a friend asks me whether the character is red or blue, even if I can technically tell the difference, I'll actually have to look at it again because I didn't really pay attention to that.
This made playing Among Us very difficult, even when everyone had colours I could identify.
@@essaysandmore You. I like you. Most colourblind people are always down on "oh I can't see the difference there is nothing I can do" but you actually think about ways to see the differences between them, you search for ways to compensate it instead of laying down, that is a really good thing.
I've always liked how the Persona series gave each game from 3-onwards its own UI colour. Persona 3 got blue, 4 got yellow and 5 was red. Even some spinoffs follow this: Q got purple and Q2 used orange. In a series whose main installments are designed to be self-contained and playable in any order, this helped emphasize each game's identity.
Didn't expect to see you here, hi!
I subbed recently, Sakurai has great advice and anecdotes.
@@BigKlingy Agreed
The *Persona Q* games uses this color-coding significance also?
P5 was black & white.
1:19 He didn't specifically mention it here, but I see some important reasons that the "mishmash" of colour on that menu doesn't feel disorienting. And since I'm feeling sick this morning, and I'm not going to be able to do much else today, I'm going to explain these:
1) There are bold black outlines that separate each section, making it very clear which section ends where.
2) Between each of the panels, there is effective use of negative space (i.e. empty space in an image that automatically makes you see it as a background).
3) The colour of the backgrounds and the outline colours of the characters make a clear contrast. (Notice that Pikachu is in front of a yellowish background, but he is in the centre of other characters, so it doesn't look like his outline is disappearing into the background. Also, Captain Falcon's helmet is red, but between the colours of his body behind him, and the white highlight, there is no contact between the red part of his helmet and the red of the background.)
4) The whole screen uses principles of artistic composition well.
Red is considered to be a dominant colour, and blue is a recessive colour; to a certain extent, your brain will sort red colours as being closer to the foreground, and blue colours as closer to the background. (Optical illusions can happen because of this. This is why old 3D glasses had one red lens and one blue lens.)
You'll notice each of the four corners of this screen has a red/blue motif in it: Mario's red cap and shirt and red fireball, contrasting with his blue eyes, blue overalls, and blue background; Samus' red helmet and chestpiece, contrasting with a bluish arm cannon and blue background; a mostly blue Mega Man beside a blue-and-red Captain Falcon, in front of a red background; and the Villager's red shirt directly beside Sonic's blue fur. Each of these colours balances the image, so that each of the corners draws your attention, but doesn't overwhelmingly make you focus on that corner alone.
The strongest notes of yellow are in the top-centre and bottom-centre, which balances; and compared to red and blue, yellow tends to appear less dominant than red, but more dominant than blue. It fits with all the other colours as a whole.
And all the characters' colour schemes are placed so that they work well with each other. In particular, notice how the characters in the "8-Player Smash" icon are positioned when three or more of them are side-by-side with each other. For instance, you have a green Luigi beside a pink Kirby, a blue Sonic, a Villager wearing red and black, and black-and-white lettering. Or you have a yellow Pikachu beside a pink Princess Peach, a blue Sonic, a red-and-black Villager, and a grey shovel. None of the adjacent colours clash, and they're all distinct enough from one another to make the characters all clearly visible.
So, yeah. For something seemingly so simple, I think some artists on the development team probably put in a lot of work to make sure they got everything just right.
Even though it's pretty cool, overall, I think you interpreted a bit too much/in detail, regarding the composure and positioning of the characters and colour and thus (creating) contrasts...😅😅
Also: the first 3D glasses work with FILTERING (which is obvious actually) and not how you claim one colour being dominant and one recessive! 🤷🏽♂️
But remember: don't rely on color alone to convey information! Lots of color blind people out there that have difficulty distinguishing certain color combinations (like green-red, for example). If color is important, at least offer a way for color blind people to navigate your menus. Accessibility is alway important.
Iconography puts out the same challenges when making universally recognizable symbols for international grounds.
As a good art approach and especially for accessibility, always test a game's visuals and menus in greyscale and make sure values are different enough to readily distinguish features.
@@deeps6979 To add to this, on Windows 10 and 11, you can toggle color filters with Ctrl+Windows+C.
There are 3 for different types of colorblindness, one for grayscale and one for inverted colors.
Much faster than throwing everything in Photoshop to test the colors! (I surprised one teacher by using the filters for this sort of work!)
I'm Color blind yet I can see the difference beetwen colors, I like the way Sakurai do the menus
thats... what the text is for tho
So many games nowadays forget how important color recognition and color clarity are in games.
Remember when some games let you change the colour of the UI or let you create colours for fighting game characters? Fun times.
Always a great time of the week is when Masahiro Sakurai uploads a video.
Even Sakurai’s TH-cam videos are color-coded depending on the topic!
Sakurai is based for mentioning Gravity Rush on the video
My favourite colors are Purple and green, so I will use these colors in my game. 💚💜
I love how Sakurai indirectly calls out Splatoon here. 😂
The "mishmash of colors" thing just happens to work out in that game though because of its nature.
I thought the same thing at first. But to be honest, the menus in Splatoon really aren't all that mishmashed. Most if them are either gray or black with an accent color for the mode. The menus for gear and miscellaneous stuff are pretty clean too.
The unique part about color coding in game design is that there's a method called "pallete swaps", which is taking the already existing sprite/model of a characters, repaint them with different colors palletes to create a variety of characters, and this can be seen in platformers and fighting games.
Luigi was once a pallete swapped Mario who happened to be designated as a "Player 2", but he was redesigned to be tall and slender as well as adding personality in the later Mario titles.
I'm surprised you didn't mention RPGs, I see those rely on that method a lot.
But yeah, I'm trying to make my own, drawing all the sprites... and by the 12th enemy, I'm already seeing how attractive that practice is x)
@@VonFirflirch Makes you appreciate Pokémon even more how they managed to make over 150 (over 1000) unique designs.
@VonFirflirch Yep. Palette swapping also started back in the days when an entire game took up less memory space than a modern jpg, so using the same sprite but pointing to a different palette made sense. So if two enemies are functionally the same,(melee, ranged, element) but at different powerlevels and/or in different areas, palette swaps add variety and the colourblind don't need to know the actual colours, they just need to know the toolset the enemy has. Do be careful about recolouring enemies with key differences, though, if players need to be able to tell fire from ice because they can be in common areas(like Wizzrobes in BotW and TotK), that should be obvious in greyscale, at least by hue and saturation
You'd obviously know given your handle. BUY A SUB-ZERO/SCORPION/REPTILE DOLL
And Mega Man heroes are palette swappers in their own rights. Or their enemies' rights, 'cause that's how they get the ability to swap to begin.
@@VonFirflirch
Clear UI is always appreciated.
stating how you should put tone and atmosphere first is such a unique take i dont see a lot of other game dev advice channels do and its really a good way to think about it rather than feeling like everything is necessary no matter what you make
It’s also worth noting that nothing should be solely communicated through color, for accessibility reasons. But it is cool when everything has a strong color identity.
Street Fighter 6 did exactly the by color-coding the Drive Mechanics (Impact & Reversal are character-specific, Parry is blue, Rush is green, Overdrive is Yellow). But I wish some consideration was made for color-blindness.
With that said, maybe the organization of the Smash Ultimate character select screen would’ve been easier to follow if there was an option for the characters to be organized by series (& company for the third-parties). If anything, I wish SF6 did this for the DLC characters since the base roster is actually really organized (newcomers at the top, veterans at the bottom organized by their debut game).
I'm kinda curious now how many games actually include colorblind options, how many of those options who are actually GOOD and how many come from US / EU and which come from Japan (so essentially "West" and "East" at least in terms of the AAA industry). Because I feel like I only ever hear about color-blind options coming from western games, like Insomniac and Naughty Dog-games.
@@goranisacson2502 This is only an anecdote, but some recent Mario Party minigames have started to combine color AND shapes/patterns. Designers shouldn't rely on color in the first place; The best colorblind option is no option!
@@goranisacson2502 Splatoon has colorblind settings, but I’m not sure how extensive they are off the top of my head. Exoprimal also has colorblind settings, but they’re hilariously limited.
Snipperclips appeared ;_; what an honour
Works well for the end cards of each of these video categories too
Proof that colors make such a huge difference 😌
Ever since Smash Bros. Melee I noticed Sakurai's use of colors on the menus, let alone the design
All the Final Fantasy games like X, XV and VII Remake have such pretty UIs.
I want to see Sakurai's take on the UI of Cruelty Squad 😆
Another fantastic (and colorful) video from Sakurai! I agree that color is an important aesthetic for your game, including the menus and UI. I enjoy Smash Ultimate's menu a lot.
As long as the colors chosen have distinct tones, this will work even for folks with some form of Color Vision Deficiency. Its great as an extra layer of information and it can be paired with symbols or other style choices to give each menu it’s own “visuals identity.”
When playing Meteos I would look at the menu and see it was similar to Melee’s layout and then later realized it was indeed a game made by Sakurai
In a grittier game, subtlety may have to be used instead. An example would be using narrower text boxes the deeper into a menu you get. Shape might be another good way to differentiate the menu type (Oblongs for main, triangular for options, rectangles for saves etc.)
0:43 PSA reminding everyone that Gravity Rush 1 and 2 exist and that everyone should play them.
Always love Zelda games (at least before BOW and TOTK) for this. The music, fx, color schemes and when you navigate through the options are really great with a special recalling in OOO and MM.
Atlus has learned to use this to great effect especially with p3r and their new ip
I'd be lying if I said I didn't miss Melee's menu aesthetic.
I kinda think about Splatoon when I see this video. Color is a huge portion of that game's identity, but it never feels like the colors clash or make the image unpleasant. The fact that every multiplayer match AND single player levels use contrasting colors that also compliment each other (like orange and blue) makes everything easy to read while also being visually stimulating.
happy birthday, Sakurai! 🥳
Color-Coded for your convenience.
Visuals are faster and richer but text can convey more abstract concepts and has more precision.
One important thing to note is that a sizeable amount of people has some form of colour blindness. While you want to implement other identifiers in your design anyway, there are free tools to simulate this online to mitigate parts of it with colour choice. Speaking of which; if you google color wheel you can get a headstart on colour selections. If you use them as identifiers, you need an appropriate amount of contrast. This can be a big help, especially when starting out.
There's a lot more to colour theory, but if this is a subject that interests you, there's plenty channels that cover it. From design focused ones to art.
I love colors and color coding so much!!
The Colors are amazing
Thank you for the tip Mr Sakurai!
Woah! Sakurai and Harada uploaded within a minute of each other!
Black and white are great colors for outlining.
Happy Birthday Mr Sakurai!
great advice, thanks sakurai!
That gravity rush menu is amazing
Excellent information about Colour-Coding! And, yet again, Smash Ultimate is a perfect example for Colour-Coding.😄👍
Happy birthday Sakurai
0:44 KAT FOR NEXT SMASH!
I mostly rather to one specific color theme to any UI or menu really it keep my eyes on consistent things to follow
I love this channel!
I think that if you use muddied colors you can reap the benefit of colored menus while keeping the atmosphere of your game more "mature".
I honestly find the Smash Wii U menu to actually be cluttered, but I think if anyone has to take something out of this is the last words. The UI design goes in tandem with the game's tone
Honestly never gave it much thought. Trying to picture the main Smash Menu as just red does feel wrong somehow, though.
The "Where's Fox?" bit gave me flashbacks to WarioWare...
I’ve always loved the menu designs in your games.
I don’t have a ton on f ideas that are worth much but have you thought about new smash brothers game modes? Like maybe a mode where trophies drop and you try to collect more of them before the opponents do? And being knocked into the blast zone makes you drop trophies as well as taking x amount of damage. Winner decided after a set number collected or time limit? Or maybe a king of the hill match where you have to stand in an ever moving space on a stage to collect points. The only other idea I have is level manipulations.
SAKURAI KNOWS ABOUT GRAVITY RUSH!!!
0:43 Yay gravity rush 🙌🎉😃🥳
They have clear visual impact
I use this fact when i make excels for my work.
0:44 HOLY THORNS!! GRAVITY RUSH!!
Sakurai-san, please, help Keiichiro Toyma and Bokeh Game Studio to make Gravity Rush 3 possible! 🙏
0:44 GRAVITY RUSH MENTION
That’s so cool!
Gravity Rush :D 0:42
Don't forget about accessibility, color is not the best label to differentiate options in UI. Relying on symbols is a good idea if you want your game to be playable by dyschromatopsia-suffering people. You can also rely on sounds to cover players with visual impairments.
Te quiero mucho sakurai😊
i liked his shirt
"Where's Fox?" I also wonder that :/
Nothing much for me to add here this time. but it really depents on the game. my game as example is based on the design of the first FF games, and fits best with one colored boxes. and Minecrafts menus reflect it's simple style. (that's why some texturepacks might feel odd in the menus.)
🎉🎉🎉🎉🎉🎉 Love it
Yo! Sakurai used Forager!
💖
Gravity rush❤
I do miss being able to have a different player color by using the fourth controller port to have a green icon and green shield.
You still can in Ultimate. On the right of the screen select the icon to add players, select the fourth player icon twice to change it from inactive to human controlled. It will then ask you to connect a controller, so press the buttons to confirm, then select your character. Then you can turn the other players to either off, CPU controlled, or human controlled, depending on how you want to play. This feature never went away to be missed in the first place.
Where's Fox? Final Destination, of course.
Maybe you can have a stamina tag? Like each player can chose like 3 characters and the battle would continue even after the player dies. It just spawns the next in like a stock
"Don't mishmash colors". And that, folks, is why I hate Ubisoft's UI in general.
You could bring back boss rush mode. Or allow a player to choose between characters current mechanic or previous ones like melee or ultimate
When they choose a character
0:38
3ed
I wish more games were colorful. Seems like every game tries to be dark and edgy nowadays, which usually means everything in the game is beige, brown, grey, or black - very boring colors that get old fast. Games like Final Fantasy 6 and 9 told heavy stories and were nice to look at.
#oldmanrantingaboutkidsonhislawn
Seeing Video Game Jesus himself acknowledging Forager brings a tear to my eye
Hello!
😂
You know I'm noticing a lot of these videos are VERY non-commital. Sakurai will go into some depth about doing something but throughout he'll also be like "But this doesn't apply to every game your game may need to do break this!" At some point you realize you walk away without having gained anything cause even as much as he breaks down dos and don'ts any the whys behind them, he always cancels it out anyways. He's probably really nervous of people declaring he's wrong and harassing him cause it's the internet.
I wouldn't say he "cancels it out". Game design is a mixture of art forms, and one of the biggest things to remember about pretty much any art form is that there's no "rule" that's fully solid. Even the classic "don't shade with black" rule that you'll hear from almost every digital artist can be broken and still look good--comic artists do it all the time.
When he says "this doesn't always apply", he's not saying to disregard his advice entirely or that his advice is not useful. He's saying "you can break the rules, but do so consciously". Game design, and art in general, isn't about following a rigid rulebook, it's about being acutely aware of what exactly you're doing and making *conscious* choices for the betterment of whatever you're working on.
It's called nuance. There's no golden rule in arts, things will need to be tweaked or addressed based on the context of WHAT is being made.
Kid Icarus!!!!!!!!!!!!
If he really cared about rapid recognition he wouldn’t have added 50 fire emblem characters
it's 2023 let it go scrimbler
@@el_primer_y_el_ultimo_caiman I was just making a joke I don't actually care
"Don't mishmash colors."
Reminds me of why I dislike Fire Emblem Engages art color. Color mishmash is exactly how I would describe that games look. Or maybe color vomit would be more appropriate.
Day 4689 of asking for Freddy in smash