| ★ | ThursDev: Everybody hates DRM - A history of DRM, and why it isn’t going away | Level 0 Gamedev @level0gamedev | 0 | — | |
| 8 | What Is Digital Rights Management for PC Games? | Ultimate PC Gaming Guide @ultimatepcgamingguide | 24 | Estados Unidos | 89 |
| 18 | ThursDev: Metrics-Aware Game Design - Part 4 - Conversion, & monetization as a performance metric | Level 0 Gamedev @level0gamedev | 3 | — | 88 |
| 1 | ThursDev: Take ownership of your work - Be a collaborator, & get rid of the "set & forget" mentality | Level 0 Gamedev @level0gamedev | 0 | — | 90 |
| 2 | ThursDev: Video Game Engines - What they are, why to use them, and finding the right Engine for you | Level 0 Gamedev @level0gamedev | 0 | — | 89 |
| 3 | ThursDev: Terror through scarcity - Putting the fear of death back into players by not killing them | Level 0 Gamedev @level0gamedev | 0 | — | 89 |
| 4 | ThursDev: Game Balance Part 1 - What is game balance & why is it important? | Level 0 Gamedev @level0gamedev | 0 | — | 89 |
| 5 | ThursDev: Early Access & Soft Launch - Releasing games half-finished to improve the finished product | Level 0 Gamedev @level0gamedev | 0 | — | 89 |
| 6 | ThursDev: Make Your Game Part 10 - Pricing, selling, and being a game business | Level 0 Gamedev @level0gamedev | 0 | — | 89 |
| 7 | ThursDev: Life after Death - Creating consequences to make death matter in your game | Level 0 Gamedev @level0gamedev | 0 | — | 89 |
| 9 | ThursDev: Metrics-aware Game Design - Part 1 - What is metrics-aware design, and why practice it? | Level 0 Gamedev @level0gamedev | 0 | — | 89 |
| 10 | ThursDev: Accruing Technical Debt - Picking your battles, and paying the program piper | Level 0 Gamedev @level0gamedev | 0 | — | 89 |
| 11 | ThursDev: Making Level 0 NPCs: Remote Let's Playing for fun and (very little) profit | Level 0 Gamedev @level0gamedev | 0 | — | 89 |
| 12 | ThursDev: Metrics-Aware Game Design Part 6 - Conversion, and monetizaton that's right for your game | Level 0 Gamedev @level0gamedev | 0 | — | 88 |
| 13 | ThursDev: Metrics-aware Game Design - Part 2 - Player Retention: How do we measure it and why? | Level 0 Gamedev @level0gamedev | 0 | — | 88 |
| 14 | ThursDev: First Time User Experience - FTUE & Player retention through your crucial first minutes | Level 0 Gamedev @level0gamedev | 0 | — | 88 |
| 15 | ThursDev: Metrics-Aware Game Design Part 5 - Designing to increase retention and session length | Level 0 Gamedev @level0gamedev | 0 | — | 88 |
| 16 | ThursDev: Make Your Game Part 7 - Marketing - Let's be realistic about our game's sales prospects | Level 0 Gamedev @level0gamedev | 0 | — | 88 |
| 17 | ThursDev: Acceptable Bugginess - Final Fantasy: How a broken game still became a classic | Level 0 Gamedev @level0gamedev | 0 | — | 88 |
| 19 | ThursDev: Mechanics of Fragility - Invoking player-character mortality with Stress, damage, & pain | Level 0 Gamedev @level0gamedev | 0 | — | 88 |
| 20 | ThursDev: Atari and the Apocalypse - the story of the great video game console crash of '83 | Level 0 Gamedev @level0gamedev | 0 | — | 88 |