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Channel

Thin walls

@thinwalls

On this record: Topic · Growth · Engagement · Posts · Cite this entry

380subscribers

-6 since we began measuring on 31 August 2026

Risers and fallers across the register · movement among entries of Under 1,000.

Register entry

Telegram ID-1001472928380
TypeChannel
Username@thinwalls
CreatedBetween 1 April 2019 and 21 February 2021 — estimated from Telegram’s id allocation, not measured. How this range is calculated.
First recorded31 August 2026
Last confirmed live4 October 2026
Measurements held5
Confirmed unchanged1 time, most recently 4 October 2026
On Telegramt.me/thinwalls

Topic

Gaming — a classification, not a measurement. An on-box language model (Qwen3.6-35B-A3B-FP8, prompt version 1) read this channel’s own recent posts on 22 September 2026 and assigned it the closest of 31 fixed categories, at 99% confidence. This is a model’s judgement about what the channel is likely to be about, not a fact this register measured the way a subscriber count or a view count is measured — it can be revised on a later pass, and it carries no weight anywhere else on this page. How this classification works, and why it has no browse page of its own yet.

Growth

38038638331 August 2026 — 386 subscribers31 August 2026 — 386 subscribers10 September 2026 — 385 subscribers18 September 2026 — 381 subscribers4 October 2026 — 380 subscribers31 August 20264 October 2026
5 measurements spanning 34 days, net -6. Dots are measurements; the straight line between them is drawn to join them, not to claim we know the path taken in between — snapshots are recorded only when a count changes, so gaps mean “no change observed”, never “interpolated”. The vertical axis spans 379–387 and does not start at zero.
Measurement log — every subscribers count we have recorded
Measured (UTC)SubscribersChange
4 Oct 2026, 01:40380-1
18 Sept 2026, 14:17381-4
10 Sept 2026, 16:56385-1
31 Aug 2026, 03:45386no change
31 Aug 2026, 03:36386first reading

Engagement

20 posts held, back to 21 February 2021 — the reader has not yet reached the start of this channel’s public history, so older posts may sit further back, unread. Read across 1 page of Telegram’s post history, 20 posts per page.

Nothing published in the last 30 days. ERR and ER are rolling 30-day measures, so there is nothing to compute — we hold 20 posts for this entry, the most recent from 14 January 2022. An engagement rate over an empty window would be a number about nothing.

Recent posts

14 Jan 2022, 20:38 UTC≈1,990 viewsread 31 August 2026

Небольшой Постмортем от разработчика A Short Hike. 14.20 Про левел-дизайн отдельно, хотя я искренне советую посмотреть полностью тем, кто хочет или начинает свой небольшой (Или ужааасно большой) проект. https://www.youtube.com/watch?v=ZW8gWgpptI8

13 Jan 2022, 09:52 UTC≈1,540 viewsread 31 August 2026

3. Level Design Lobby: Blockout Tips #97 Если вы пропустили этот выпуск летом - он все еще актуален. Про читаемость на уровне 16 минут https://www.youtube.com/watch?v=X3Cw5-b5_E0

13 Jan 2022, 09:49 UTC≈1,100 viewsread 31 August 2026

Привет всем-всем в новом году, принесла вам немножко записей. Начнем с видео для Новичков в лд 1. Level Design in a Day: A Series of First Steps - Overcoming the Digital Blank Page Или Как преодолеть страх Чистого листа 20 минут лекция + 20 минут QA https://www.youtube.com/watch?v=R75g3elj7y4 2.Bubble Diagrams - Planning for Level Design Пузыри - Планирование лвла 4 Минуты https://www.youtube.com/watch?v=h-r6RFK8I7k

25 Feb 2021, 09:30 UTC851 viewsread 31 August 2026

Emotional Journey: BioWare's Methods to Bring Narrative into Levels (2013, 60 min) #GDC #Narrative #нарратив #длявсех Часовая ламповая лекция о том, как были устроены процессы в BioWare, которые позволили работать Нарративу и ЛД в одном тандеме, создавая цельный игровой опыт. Over the years, BioWare has worked very hard at creating an enveloping narrative, and evolving how it is done. During the course of creating …

24 Feb 2021, 08:46 UTC652 viewsread 31 August 2026

Visual Attention and Consciousness (70 mins) #neuroscience #saliency #спец Лекция о том, что и как привлекает наше внимание. Saliency. ❗ Внимание, лекция весьма сложная, тк направлена на студентов, изучающих работу мозга. What is the difference between attention and consciousness? In this lecture Dr. Koch describes the scientific meaning of consciousness, journeys on the search for neural correlates of visual consc…

23 Feb 2021, 12:28 UTC455 viewsread 31 August 2026

Environment Design as Spatial Cinematography: Theory and Practice (2019, 58 mins) #мидл #спец #GDC In this 2019 GDC session, Rockstar North's Miriam Bellard explores the concept of spatial cinematography in theory and practice using examples from GTA V Online DLC. Лекция о визуальном восприятии 3д на 2д мониторе, композиции и инструментах для построяения глубины на уровне и достижения необходимых эмоций с помощью я…

22 Feb 2021, 17:47 UTC417 viewsread 31 August 2026

How Level Design Can Tell a Story #GMTK #новичок #мидл (18 mins) Как строение уровня и нарратив работают на эмоции игрока. Скрин из Масс Эффект 3, где уровень был при разработке поделен на части и каждой соотвествовала своя эмоция. https://www.youtube.com/watch?v=RwlnCn2EB9o&t=58s&ab_channel=GameMaker%27sToolkit

22 Feb 2021, 07:14 UTC259 viewsread 31 August 2026

The Design Process #GDC #длявсех https://youtu.be/WFu1utKAZ18

21 Feb 2021, 23:15 UTC307 viewsread 31 August 2026

Вдохновленная Яном Гейлом статья о принципах планирования транспорта и города. #мидл #спец #архитектура На заметку при планировании комплексных уровней, городов. the ten principles for sustainable transport: 1 – walk the walk: create great pedestrian environments 2 – powered by people: create a great environment for bicycles and other non-motorized vehicles 3 – get on the bus: provide great, cost-effective publ…

21 Feb 2021, 20:18 UTC284 viewsread 31 August 2026

Defining Environment Language for Video Games Язык окружения: как сделать сцены понятными для игрока (5 mins) #новичок ENG https://80.lv/articles/defining-environment-language-for-video-games/ RU https://dtf.ru/gamedev/7929-yazyk-okruzheniya-kak-sdelat-sceny-ponyatnymi-dlya-igroka?from=rss

21 Feb 2021, 20:09 UTC275 viewsread 31 August 2026

Dishonored - Level Design Analysis Небольшой, но емкий разбор уровня от myshoggie #новичок https://docs.google.com/presentation/d/1iaAXmWpam00mpDAGRfTVlP8LRePhoIy5CclucyxHxEU/edit?usp=sharing

Showing the 12 most recent of 20 posts we hold for @thinwalls. View and reaction counts are the latest single reading for each post, not a live figure, and a recent post is still accumulating both. A view count marked ≈ was rounded by Telegram before we ever saw it — t.me prints views in full below 1,000 and to three significant figures above, so ≈1,200,000 means somewhere between 1,150,000 and 1,249,999. Unmarked counts are exact. Text is reproduced from the public post preview and truncated for length.

Cite this entry

A live page changes as we take new readings, so a citation should name the measurement it is based on, not just the URL. The line below cites the subscriber count as measured 4 October 2026 — this entry's latest reading, not the date you are reading this.

“Thin walls” (@thinwalls), 380 subscribers as measured 4 October 2026. Telegram Register, tgregister.com/channel/thinwalls.

Full measurement history, CC BY 4.0. Every reading this register holds for this entry, not just the latest one, as a dated, downloadable record: CSV · JSON. Free to use with attribution to tgregister.com. Each file carries its own generation timestamp, which is the figure to cite for exactly when the data was retrieved.