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

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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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3ThursDev: (Pen &) Paper Prototyping - How tabletop RPGs can make you a better game designer

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

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

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4ThursDev: Take ownership of your work - Be a collaborator, & get rid of the "set & forget" mentality

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5ThursDev: Make Your Game Part 10 - Pricing, selling, and being a game business

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

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7ThursDev: Life after Death - Creating consequences to make death matter in your game

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8ThursDev: First Time User Experience - FTUE & Player retention through your crucial first minutes

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9ThursDev: Metrics-Aware Game Design Part 6 - Conversion, and monetizaton that's right for your game

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10ThursDev: Make Your Game Part 7 - Marketing - Let's be realistic about our game's sales prospects

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11ThursDev: Thinking Small - Minimizing scope & producing a perfect product

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12ThursDev: Mechanics of Fragility - Invoking player-character mortality with Stress, damage, & pain

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13ThursDev: Make Your Game Part 9 - Know when your game's finished, even if you aren't

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14ThursDev: Early Access & Soft Launch - Releasing games half-finished to improve the finished product

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15ThursDev: Terror through scarcity - Putting the fear of death back into players by not killing them

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16ThursDev: Metrics-Aware game design Part 3 - Retention - Building the Play Pattern Profile

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17ThursDev: Game Balance Part 1 - What is game balance & why is it important?

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18ThursDev: Accruing Technical Debt - Picking your battles, and paying the program piper

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19ThursDev: Game Balance Part 3 - Chasing the Meta

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20ThursDev: The anatomy of a game mechanic - The development pipeline, and production bottlenecks

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