| ★ | ThursDev: Game Balance Part 1 - What is game balance & why is it important? | Level 0 Gamedev @level0gamedev | 0 | — | |
| 1 | ThursDev: Game Balance Part 3 - Chasing the Meta | Level 0 Gamedev @level0gamedev | 0 | — | 95 |
| 2 | ThursDev: Game Balance Part 4 - Macrobalancing: Establishing the balance backbone | Level 0 Gamedev @level0gamedev | 0 | — | 94 |
| 3 | ThursDev: Metrics-Aware Game Design Part 5 - Designing to increase retention and session length | Level 0 Gamedev @level0gamedev | 0 | — | 94 |
| 4 | ThursDev: Early Access & Soft Launch - Releasing games half-finished to improve the finished product | Level 0 Gamedev @level0gamedev | 0 | — | 94 |
| 5 | ThursDev: Metrics-aware Game Design - Part 1 - What is metrics-aware design, and why practice it? | Level 0 Gamedev @level0gamedev | 0 | — | 94 |
| 6 | ThursDev: Game Balance Part 2 - The Sid Meier Method (Double it or cut it by half) | Level 0 Gamedev @level0gamedev | 0 | — | 94 |
| 7 | ThursDev: Game Balance Part 6 - Character balance and the "Holy Trinity" of Tank, DPS & Support | Level 0 Gamedev @level0gamedev | 0 | — | 94 |
| 8 | ThursDev: The anatomy of a game mechanic - The development pipeline, and production bottlenecks | Level 0 Gamedev @level0gamedev | 0 | — | 94 |
| 9 | ThursDev: Life after Death - Creating consequences to make death matter in your game | Level 0 Gamedev @level0gamedev | 0 | — | 93 |
| 10 | ThursDev: First Time User Experience - FTUE & Player retention through your crucial first minutes | Level 0 Gamedev @level0gamedev | 0 | — | 93 |
| 11 | ThursDev: Metrics-aware Game Design - Part 2 - Player Retention: How do we measure it and why? | Level 0 Gamedev @level0gamedev | 0 | — | 93 |
| 12 | ThursDev: Make Your Game Part 10 - Pricing, selling, and being a game business | Level 0 Gamedev @level0gamedev | 0 | — | 93 |
| 13 | ThursDev: Make Your Game Part 1 - Defining your game's what, who, when, where, how and why | Level 0 Gamedev @level0gamedev | 0 | — | 93 |
| 14 | ThursDev: Make Your Game Part 2 - Preparing a practical & powerful project pitch document | Level 0 Gamedev @level0gamedev | 0 | — | 93 |
| 15 | ThursDev: Thinking Small - Minimizing scope & producing a perfect product | Level 0 Gamedev @level0gamedev | 0 | — | 93 |
| 16 | ThursDev: Metrics-Aware game design Part 3 - Retention - Building the Play Pattern Profile | Level 0 Gamedev @level0gamedev | 0 | — | 93 |
| 17 | ThursDev: Make Your Game Part 8 - Social Media & Getting your game noticed (on a budget) | Level 0 Gamedev @level0gamedev | 0 | — | 93 |
| 18 | ThursDev: Metrics-Aware Game Design Part 6 - Conversion, and monetizaton that's right for your game | Level 0 Gamedev @level0gamedev | 0 | — | 93 |
| 19 | ThursDev: Make Your Game Part 9 - Know when your game's finished, even if you aren't | Level 0 Gamedev @level0gamedev | 0 | — | 93 |
| 20 | ThursDev: Make Your Game Part 11 - What's Next? Moving on to your next project | Level 0 Gamedev @level0gamedev | 0 | — | 93 |