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30 Things I Hate About Your Game Pitch
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Making Games That Stand Out and Survive
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Classic Game Postmortem: Fallout
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The Rain World Animation Process
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Failing to Fail: The Spiderweb Software Way
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Cuphead's Animation Process and Philosophy
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Breaking Conventions with The Legend of Zelda: Breath of the Wild
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'Magic: the Gathering': 20 Years, 20 Lessons Learned
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How To Make Your Game Just Completely Hilarious: The Stanley Parable
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'FTL: Faster Than Light' Postmortem: Designing Without a Pitch
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A Course About Game Balance
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Tales from the Trenches: AI Disaster Stories
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DOOM: Behind the Music
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The Best Animation Tricks of the Trade (For 2016)
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Practical Creativity
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Crafting A Tiny Open World: A Short Hike Postmortem
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GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D
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Let's Be Realistic: A Deep Dive into How Games Are Selling on Steam
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Practical Procedural Generation for Everyone
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'Diablo': A Classic Game Postmortem
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Why Dark Souls Is The 'Ikea' Of Games
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Making Fluid and Powerful Animations For 'Skullgirls'
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You Don't Need a F-ing Publisher
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An Approach to Holistic Level Design
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50 Game Camera Mistakes
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The Loner: Why Some People Play MMOs Alone
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8 Bit & '8 Bitish' Graphics-Outside the Box
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Reinventing God of War
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Satoru Iwata Game Developers Choice Awards Tribute
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Cursed Problems in Game Design
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How to Make and Self-Publish a Game in 12 Months
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Concept Art is Dead
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Three Statistical Tests Every Game Developer Should Know
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Choice Architecture, Player Expression, and Narrative Design in Fallout: New Vegas
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Animation Bootcamp: An Indie Approach to Procedural Animation
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How to Survive in Gamedev for Eleven Years Without a Hit
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The Simplest AI Trick in the Book
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Ten Principles for Good Level Design
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Math for Game Programmers: Building a Better Jump
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No Time, No Budget, No Problem: Finishing The First Tree
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'Pillars of Eternity' and Proper Attribute Tuning
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