【游戏史学家】雅达利游戏失败的吉祥物:了不起的负鼠 Awesome Possum Tengen's Failed Mascot | GH
【游戏设计史】《吃豆人》的遗产 Pac-Man | Design Icons
【游戏史学家】《超级马力欧兄弟3》的故事 The Story of Super Mario Bros. 3 | Gaming Historian
【游戏史学家】Game Boy钓鱼利器“口袋声呐” Game Boy Pocket Sonar | Gaming Historian
【游戏制作工具箱】“时钟游戏”和时间循环 Clockwork Games and Time Loops | Game Maker's Toolkit
【游戏制作工具箱】《铲子骑士》的招牌动作设计 Making Shovel Knight's Signature Moves | GMTK
【游戏制作工具箱】如何用关卡设计讲故事 How Level Design Can Tell a Story | GMTK
【游戏幕后】《杀戮尖塔》是如何诞生的?How Slay the Spire Original Interface Almost Killed the Game
【游戏制作工具箱】《蔚蓝》的手感为何迷人?Why Does Celeste Feel So Good to Play? | GMTK
【Boss Keys】《银河战士Prime 3:腐蚀》的关卡设计 The World Design of Metroid Prime 3 Corruption
【游戏制作工具箱】潜行学堂2:潜行道具的五大类 The Five Types of Stealth Game Gadget | GMTK
【Boss Keys】《空洞骑士》的关卡设计 The World Design of Hollow Knight | GMTK
【Boss Keys】《超级银河战士/密特罗德》的关卡设计 The World Design of Super Metroid | GMTK
【游戏幕后】席德·梅尔的《文明》最初是实时制?How Sid Meier Almost Made Civilization a Real-Time Strate
【游戏幕后】《死亡细胞》是如何做得好玩?How Dead Cells Cheated to Make the Game More Fun