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ThursDev: Atari and the Apocalypse - the story of the great video game console crash of '83

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19Gaming After the Apocalypse: Could You Still Play? (A Survival Guide)

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12ThursDev: Metrics-Aware Game Design - Part 4 - Conversion, & monetization as a performance metric

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1ThursDev: Video Game Engines - What they are, why to use them, and finding the right Engine for you

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2ThursDev: Make Your Game Part 5 - Pre-Alpha - The prototype, the vertical slice and the MVP

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3ThursDev: Make Your Game Part 11 - What's Next? Moving on to your next project

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4ThursDev: Tropes in Game Design - How cliché in games is encouraged, & building a design vocabulary

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5ThursDev: The anatomy of a game mechanic - The development pipeline, and production bottlenecks

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6ThursDev: Make Your Game Part 9 - Know when your game's finished, even if you aren't

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7ThursDev: Make Your Game Part 10 - Pricing, selling, and being a game business

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8ThursDev: Make Your Game Part 3 - Pre-producing with the (simple spreadsheet) Production Plan

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9ThursDev: Make Your Game Part 6 - Agile Game development, scrumming for success

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10ThursDev: Make Your Game Part 8 - Social Media & Getting your game noticed (on a budget)

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11ThursDev: Game Balance Part 4 - Macrobalancing: Establishing the balance backbone

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13ThursDev: Make Your Game Part 1 - Defining your game's what, who, when, where, how and why

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14ThursDev: Explore, Achieve, Expand - What modern open world games can learn from Final Fantasy

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15ThursDev: Game Balance Part 3 - Chasing the Meta

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16ThursDev: Make Your Game Part 4 - Find your game’s visual voice with style and theming

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17ThursDev: Metrics-Aware Game Design Part 6 - Conversion, and monetizaton that's right for your game

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18ThursDev: Game Balance Part 5 - Macrobalancing the economy of MonstroCity: Build & Destroy

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20ThursDev: Game Balance Part 2 - The Sid Meier Method (Double it or cut it by half)

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