| ★ | The Secret Behind Designing Wonder and Mystery in Video Games | | 64.8K | Estados Unidos | |
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| 11 | How One Programmer Created Gaming's Most Complex Ecosystem | | 749.9K | Estados Unidos | 89 |
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| 10 | How OMORI Was Made and Why People Thought it Was a Scam | | 718.6K | Estados Unidos | 89 |
| 19 | How Two People Created Gaming’s Most Complex Simulation System | | 663.4K | Estados Unidos | 88 |
| 5 | How Cuphead Was Made and Struggled Finding The Right Protagonist | | 594.5K | Estados Unidos | 89 |
| 12 | How Enter The Gungeon Was Made by Waiting in a Parking Lot For 6 Hours | | 349.0K | Estados Unidos | 88 |
| 2 | How Hades Was Made and Why its Early Concept Didn’t Work | | 275.1K | Estados Unidos | 89 |
| 16 | How Pokémon Gold & Silver Were Made After The Devs Ran Out of Money | | 232.5K | Estados Unidos | 88 |
| 17 | How Terraria Was Made and Why Development Suddenly Stopped | | 217.5K | Estados Unidos | 88 |
| 20 | How to Get a Job as a Game Designer | Game Maker's Toolkit @gmtk | 189.7K | Reino Unido | 88 |
| 18 | How The First Zelda Was Made and Featured a First-Person Perspective Initially | | 151.6K | Estados Unidos | 88 |
| 8 | How RimWorld Was Made and Why it’s Not a Video Game | | 132.6K | Estados Unidos | 89 |
| 4 | The 6 Years of Engineering Behind The Nintendo Switch 2 | | 109.8K | Estados Unidos | 89 |
| 3 | ... Led to a Video Game About Overcoming Grief | | 30.6K | Estados Unidos | 89 |
| 14 | i made the same design in programs never made for design | elliotisacoolguy @elliotisacoolguytv | 19.8K | Australia | 88 |
| 7 | How Amnesia: The Dark Descent Was Made and Saved The Developer | | 13.1K | Estados Unidos | 89 |
| 1 | The Mysterious Art of Secrets in Game Design | The Game Overanalyser @thegameoveranalyser4835 | 7.8K | Canadá | 90 |
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