Masahiro Sakurai
The perennial student of games who created a smiling pink blob at nineteen and later staged Nintendo’s grandest crossover brawl, then reinvented himself as a YouTube tutor of game design.

Masahiro Sakurai (桜井政博, born August 3, 1970) is a Japanese video game director and game designer best known as the creator of the Kirby and Super Smash Bros. series.1315 He was born in Musashimurayama, Tokyo.1621 Sakurai directed his first game, Kirby’s Dream Land, at the age of 19, and has since become the director and public face of Super Smash Bros., Nintendo’s crossover fighting game.1 He operates as a freelance creator through his own company, Sora Ltd..1517
Early life and entry into games
Sakurai’s interest in games took hold while he was studying industrial design at school, where he had striven to become an engineer before deciding he might make games instead.1 For a two-year period during school he worked a part-time job to fund the purchase of games, which he played as research, deliberately seeking out games he did not like or find interesting because they proved more informative.119 Between 1987 and 1988, a 17-year-old Sakurai was among 29 winners of a story-recruitment campaign that Sega ran with the magazine Beep! for the then-upcoming Phantasy Star II; he won the “Game System Award” for a battle-system concept, attended a planning meeting with the development team, and later used the recognition to advance his professional image.14 He was hired by HAL Laboratory at the age of 18 after graduating from high school.14
HAL Laboratory and Kirby
Sakurai joined HAL Laboratory in 1989.131517 There he conceived a new Game Boy game aimed at beginning players, in which any player could reach the ending; during development he created a placeholder — a smiling blob — that became the star of the game and was first named Popopo before becoming Kirby.37 The character was made pink at Sakurai’s insistence, over Nintendo designer Shigeru Miyamoto’s preference for yellow.37 The resulting game, Kirby’s Dream Land, was released on the Game Boy in 1992, with Sakurai credited as director and chief designer.1319 He followed it with Kirby’s Adventure for the Nintendo Entertainment System in 1993 and Kirby Super Star for the Super NES in 1996, among other titles in the series.131419

Super Smash Bros.
Sakurai devised the concept for Smash in 1998, building a prototype known as Dragon King: The Fighting Game, a four-player battle title he developed largely on his own with HAL president Satoru Iwata assisting part-time as a programmer.1419 The prototype originally featured no existing Nintendo properties, and Sakurai focused on unique platform-fighter mechanics to differentiate it from traditional fighting games.14 Deciding that well-known Nintendo characters would give the game atmosphere and a unique selling point, he added them without first seeking approval, presenting a working prototype before asking permission.1419 The final product, Super Smash Bros., was released for the Nintendo 64 in Japan in January 1999 and became an unexpected hit and one of the best-selling Nintendo 64 games.14
Sakurai has attributed the game’s concern for beginners to an encounter at a Japanese arcade, where he beat what turned out to be a total beginner badly at King of Fighters ‘95 and worried he had put the player off the game for good.123 He was named head of production for Super Smash Bros. Melee, again developed at HAL, and recalled a “destructive lifestyle” of short weekends and no time off across 13 months of work.14 Unveiled at E3 2001 and released that November, Melee surpassed its predecessor and became the GameCube’s highest-selling game.14
Departure from HAL and Sora Ltd.
Sakurai resigned from HAL Laboratory in 2003 — dated to August 5 by some accounts and to June by others — shortly after the release of Kirby Air Ride.1314153 He said he had grown tired of the industry’s growing focus on sequels, remarking that “every time I made a new game, people automatically assumed that a sequel was coming”.315 He later clarified that his departure had nothing to do with losing interest in Kirby, saying he “wouldn’t mind working anywhere as long as I get to create new things”.212 After leaving HAL, he collaborated with Tetsuya Mizuguchi at Q Entertainment to create the falling-tile puzzle game Meteos, released for the Nintendo DS in March 2005.1415 He also began writing a weekly column for the magazine Famitsu, which he continued from 2003 to 2021.151
On September 30, 2005, Sakurai announced that he had formed his own company, Sora Ltd..81415 At E3 2005, Iwata revealed that a new Super Smash Bros. would come to the Wii with online play out of the box; only afterward did Iwata offer the project to Sakurai, who accepted.591419 Sora Ltd. began development of Super Smash Bros. Brawl in collaboration with Game Arts staff in late 2005, and the game was released in January 2008.14 During its development Sakurai personally wrote all of the roughly 300 posts for the game’s official “Smash Bros. DOJO!!” website over nearly 11 months, updating five days a week.410
Later career
Following Brawl, Sakurai and Iwata formed a Nintendo subsidiary, Project Sora, to develop a new entry in the Kid Icarus series, the first in 21 years.14 The result, Kid Icarus: Uprising, released for the Nintendo 3DS on March 22, 2012, was Project Sora’s only game before the studio was dissolved on June 30, 2012.614 Sakurai then directed Super Smash Bros. for Nintendo 3DS and Wii U, released in 2014 in collaboration with Namco Bandai, followed by Super Smash Bros. Ultimate, which attempted to unite all of the series’ 60-plus previous characters.613119
Sakurai’s working method avoids directly hiring or managing employees; instead he partners with other game companies, which he says lets him stay creative without being overwhelmed by the duties of running a company.17 He has said this style is possible only because of the track record and trust he built through Kirby and Smash Bros..17
On August 23, 2022, Sakurai launched a YouTube channel in English and Japanese, Masahiro Sakurai on Creating Games, devoted to game development and what makes games fun.1518 He had written and prerecorded all of its videos in advance, beginning immediately after finishing work on the character Sora for Super Smash Bros. Ultimate; the final episode was uploaded on October 15, 2024.15 He returned to the Kirby series to direct Kirby Air Riders for the Nintendo Switch 2, his first Kirby direction since Kirby Air Ride.1317 In March 2025 he was awarded the AMD Award for Lifetime Achievement.1517 A manga biography, “Masahiro Sakurai: Making the World More Fun with Games,” was announced for release in Japan on November 18, 2025.20
Sakurai has provided the voice of King Dedede in Kirby 64: The Crystal Shards and the Super Smash Bros. series.1315 He has been married to Michiko Sakurai, who has designed menus and interfaces for several of his games, since June 2008.141516
Sources
Interview with Super Smash Bros. Ultimate director Masahiro Sakurai discussing his 35-year gaming history and creative philosophy.
theguardian.com · retrieved Jul 3, 2026Sakurai clarifies his departure from HAL Laboratory, explaining it was not about losing interest in Kirby but prioritizing diverse creative projects.
nintendoeverything.com · retrieved Jul 3, 2026Overview of Kirby's creation by Masahiro Sakurai at HAL Laboratory and his subsequent career development.
kirbysrainbowresort.net · retrieved Jul 3, 2026Official Super Smash Bros. Brawl website closure notice from director Masahiro Sakurai in April 2008.
smashbros.com · retrieved Jul 3, 2026Report on Nintendo's announcement of a new Super Smash Bros. game for the Revolution console launching in 2006.
ign.com · retrieved Jul 3, 2026News article about Project Sora studio's closure in June 2012, founded by Masahiro Sakurai in 2009.
ign.com · retrieved Jul 3, 2026Archived page documenting Kirby's creation and Masahiro Sakurai's career path at HAL Laboratory.
web.archive.org · retrieved Jul 3, 2026Industry news item reporting Masahiro Sakurai's formation of Sora development studio in 2005.
web.archive.org · retrieved Jul 3, 2026Archive of E3 2005 announcement regarding Super Smash Bros. Brawl development for the Nintendo Revolution console.
web.archive.org · retrieved Jul 3, 2026Archived snapshot of the official Super Smash Bros. Brawl website closure announcement from April 2008.
web.archive.org · retrieved Jul 3, 2026Archived version of Sakurai's explanation for leaving HAL Laboratory and his focus on innovative game creation.
web.archive.org · retrieved Jul 3, 2026WiKirby biographical entry documenting Masahiro Sakurai's career, roles, and notable works in Kirby and Smash Bros.
wikirby.com · retrieved Jul 3, 2026Super Smash Bros. Wiki biography of Masahiro Sakurai covering his career from HAL Laboratory to founding Sora Ltd.
ssbwiki.com · retrieved Jul 3, 2026Nintendo Wiki biography of Masahiro Sakurai detailing his work as creator of Kirby and Smash Bros. series.
nintendo.fandom.com · retrieved Jul 3, 2026IMDb biography of Masahiro Sakurai listing his birth date, major works, and personal life details.
imdb.com · retrieved Jul 3, 2026Interview with Masahiro Sakurai discussing his working style, challenges in game development, and views on generative AI.
pk.ign.com · retrieved Jul 3, 2026Kotaku article praising Masahiro Sakurai's YouTube channel as a master class in game design principles.
kotaku.com · retrieved Jul 3, 2026Analysis of Masahiro Sakurai's game design philosophy and career spanning three decades of game development.
remptongames.com · retrieved Jul 3, 2026News announcement that Masahiro Sakurai is receiving a manga biography launching in Japan in November 2025.
nintendolife.com · retrieved Jul 3, 2026IMDb profile page for Masahiro Sakurai listing his major works and biographical information.
imdb.com · retrieved Jul 3, 2026Sakurai confirmed in his latest video that the story of Smash Bros. being inspired by an encounter he had at the arcade while playing King
x.com · retrieved Jul 3, 2026