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    Home»Movies»Hollywood»Smash Bros creator Masahiro Sakurai says "it can be really frustrating" working on massive games with hundreds of devs: "There is work that clearly shows your results and work that doesn't"
    Hollywood

    Smash Bros creator Masahiro Sakurai says "it can be really frustrating" working on massive games with hundreds of devs: "There is work that clearly shows your results and work that doesn't"

    adminBy adminJanuary 9, 2026No Comments3 Mins Read
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    Key art for Super Smash Bros. Ultimate, showing fighters including Mario, Link, Bowser, and Inkling.
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    Smash Bros creator Masahiro Sakurai says "it can be really frustrating" working on massive games with hundreds of devs: "There is work that clearly shows your results and work that doesn't"插图

    Masahiro Sakurai has been making games since the early ’90s, a period when even the industry’s biggest games were often made by just a handful of people. He’s seen the industry shift over the course of the decades he spent working on games like Kirby and Super Smash Bros., and it seems he’s afraid the massive dev teams of today are making it difficult for individual developers to feel pride in their contributions.

    Sakurai was asked about how to enjoy work as a game developer as part of an interview with Japanese outlet 47NEWS, translated by GamesRadar+.

    “Talking specifically about game development, it’s very satisfying to see the results of your hard work,” Sakurai says. “You don’t get this when working in a team and it can be really frustrating. For example, when a pixel artist draws a picture by themselves then they of course finished it. But when managing a team, it’s often difficult because you have to keep talking about what kind of pixel art is suitable.”


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    An individual’s contributions to a project can get lost in a larger team, Sakurai suggests. “There is work that clearly shows your results and work that doesn’t,” he continues. “It’s difficult if you can’t find a sense of accomplishment in the final product.” The problem, in his eyes, is only getting worse as dev teams get bigger.

    “I feel like this is getting more difficult with large-scale games,” Sakurai says. “Staff size is rapidly increasing into the hundreds. The sense of fulfillment gained from making something by yourself is different to something made as part of a group. What you are meant to do is also changing.”

    Sakurai’s own career offers a pretty good illustration of his point. The credits list on MobyGames for Kirby’s Dream Land, Sakurai’s first game, notes just 14 names. The credits list for his most recent game, Kirby Air Riders, lists 908 names. It’s easy to see how you can feel a bit anonymous among nearly a thousand co-workers.

    And the long-time face of Smash Bros. isn’t alone in suggesting that big team sizes can cause problems. Former Assassin’s Creed creative director Alexandre Amancio recently said that AAA studios are “mistakenly” throwing people at problems when “the future lies in smaller teams.” Even Hideo Kojima thinks a small team like that of Clair Obscur: Expedition 33 is “ideal.”

    Weekly digests, tales from the communities you love, and more

    But there’s a big caveat even there, since the specifics of just how many people it took to make Expedition 33 kicked off a pile of capital-D Discourse last year. Even small teams in the modern era may get heavy support from contractor studios and publishing staff, and it might be too late to rebottle that big team genie, even as truly tiny teams continue to punch above their weight.

    Despite creating all-timer hits Kirby and Super Smash Bros, Masahiro Sakurai still doesn’t think he’s a “hit maker,” and is envious of other devs for their “incredible” creations.

    Games#Smash #Bros #creator #Masahiro #Sakurai #quotit #frustratingquot #working #massive #games #hundreds #devs #quotThere #work #shows #results #work #doesn039tquot1767996978

    Bros creator devs doesn039tquot frustratingquot Games hundreds Masahiro massive quotIt quotThere results Sakurai shows Smash work working
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    Previous ArticleRally Point: Unorthodox. Complex. Laborious. Not just XCOM again. Of course I love USC: Counterforce
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    House of the Dragon season 3 showrunner Ryan Condal says "we had a plan from the outset," so fan criticism of season 2 didn't change anything

    By adminJune 9, 2026

    House of the Dragon season 2 had its fair share of fire and blood, but…

    Just like Luftrausers before it, Wind Runners is proving I'm too careless a pilot to survive a bullet-hell dogfight

    June 9, 2026

    House of the Dragon showrunner says season 3 goes to "extremely dark places" – and says fans shouldn't expect a happy ending: "We're crafting a very faithful adaptation"

    June 9, 2026

    Control Resonant pre-orders come with a lavish SteelBook edition ahead of its September release

    June 9, 2026

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