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

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

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8ThursDev: Metrics-Aware Game Design - Part 4 - Conversion, & monetization as a performance metric

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1ThursDev: Game Balance Part 1 - What is game balance & why is it important?

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2ThursDev: Game Balance Part 4 - Macrobalancing: Establishing the balance backbone

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3ThursDev: Game Balance Part 3 - Chasing the Meta

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4ThursDev: Game Balance Part 5 - Macrobalancing the economy of MonstroCity: Build & Destroy

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5ThursDev: Metrics-Aware Game Design Part 5 - Designing to increase retention and session length

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

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7ThursDev: Make Your Game Part 8 - Social Media & Getting your game noticed (on a budget)

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9ThursDev: Metrics-aware Game Design - Part 2 - Player Retention: How do we measure it and why?

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

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11ThursDev: Make Your Game Part 2 - Preparing a practical & powerful project pitch document

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12ThursDev: Metrics-Aware game design Part 3 - Retention - Building the Play Pattern Profile

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13ThursDev: Metrics-aware Game Design - Part 1 - What is metrics-aware design, and why practice it?

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14ThursDev: Game Balance Part 6 - Character balance and the "Holy Trinity" of Tank, DPS & Support

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15ThursDev: Make Your Game Part 6 - Agile Game development, scrumming for success

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16ThursDev: Make Your Game Part 5 - Pre-Alpha - The prototype, the vertical slice and the MVP

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17ThursDev: Thinking Small - Minimizing scope & producing a perfect product

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18ThursDev: Take ownership of your work - Be a collaborator, & get rid of the "set & forget" mentality

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19ThursDev: Make Your Game Part 1 - Defining your game's what, who, when, where, how and why

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20ThursDev: Early Access & Soft Launch - Releasing games half-finished to improve the finished product

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