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ThursDev: Your players don't care about you, and you have to come to terms with that.

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20ThursDev: Metrics-Aware Game Design - Part 4 - Conversion, & monetization as a performance metric

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1ThursDev: Make Your Game Part 11 - What's Next? Moving on to your next project

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2ThursDev: Make Your Game Part 9 - Know when your game's finished, even if you aren't

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3ThursDev: Make Your Game Part 10 - Pricing, selling, and being a game business

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4ThursDev: Make Your Game Part 6 - Agile Game development, scrumming for success

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5ThursDev: Make Your Game Part 2 - Preparing a practical & powerful project pitch document

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6ThursDev: Make Your Game Part 8 - Social Media & Getting your game noticed (on a budget)

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7ThursDev: Make Your Game Part 1 - Defining your game's what, who, when, where, how and why

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8ThursDev: Make Your Game Part 5 - Pre-Alpha - The prototype, the vertical slice and the MVP

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9ThursDev: Make Your Game Part 4 - Find your game’s visual voice with style and theming

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10ThursDev: Make Your Game Part 3 - Pre-producing with the (simple spreadsheet) Production Plan

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11ThursDev: Make Your Game Part 7 - Marketing - Let's be realistic about our game's sales prospects

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12ThursDev: First Time User Experience - FTUE & Player retention through your crucial first minutes

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13ThursDev: Video Game Engines - What they are, why to use them, and finding the right Engine for you

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14ThursDev: Metrics-aware Game Design - Part 2 - Player Retention: How do we measure it and why?

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15ThursDev: Metrics-Aware Game Design Part 6 - Conversion, and monetizaton that's right for your game

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16ThursDev: Explore, Achieve, Expand - What modern open world games can learn from Final Fantasy

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17ThursDev: Metrics-Aware game design Part 3 - Retention - Building the Play Pattern Profile

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18ThursDev: Tropes in Game Design - How cliché in games is encouraged, & building a design vocabulary

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19ThursDev: Take ownership of your work - Be a collaborator, & get rid of the "set & forget" mentality

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