<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Aaron Wen</title><description>UCLA 在读产品经理，聚焦游戏产品、AI 原生应用与数据驱动增长，具备 TikTok、腾讯游戏等产品实践经历。</description><link>https://astro-wen.github.io/</link><language>zh-CN</language><item><title>为什么我选择 Astro 搭建个人站</title><link>https://astro-wen.github.io/blog/second-post/</link><guid isPermaLink="true">https://astro-wen.github.io/blog/second-post/</guid><description>从 Next.js、Hexo、Hugo 对比到 Astro 的最终选择，以及 Content Collections 带来的开发体验。</description><pubDate>Sat, 25 Apr 2026 00:00:00 GMT</pubDate><category>astro</category><category>tech</category><category>blog</category></item><item><title>Hello, world</title><link>https://astro-wen.github.io/blog/hello-world/</link><guid isPermaLink="true">https://astro-wen.github.io/blog/hello-world/</guid><description>这是第一篇示例文章，介绍了本站点的写作工作流与 Markdown 支持的一些常见语法。</description><pubDate>Mon, 20 Apr 2026 00:00:00 GMT</pubDate><category>meta</category><category>writing</category></item><item><title>在做了一周&quot;Skill作家&quot;后，我发现AI爱看这样的文章</title><link>https://astro-wen.github.io/blog/skill-writer-lessons/</link><guid isPermaLink="true">https://astro-wen.github.io/blog/skill-writer-lessons/</guid><description>花两天读了100篇游戏技术文章，一篇篇喂给 skill-creator 转化成 AI 能执行的&quot;能力包&quot;。在第14个 Skill 处，我发现了一个让人坐不住的规律：不是所有文章都能变成好 Skill——但我们可以用&quot;换皮测试&quot;一招判断。</description><pubDate>Sun, 29 Mar 2026 00:00:00 GMT</pubDate><category>ai</category><category>skill</category><category>knowledge-management</category><category>product</category><category>context-engineering</category></item><item><title>Predicting League of Legends Match Outcomes from Early Game Statistics</title><link>https://astro-wen.github.io/blog/ucla-c111-lol-prediction-en/</link><guid isPermaLink="true">https://astro-wen.github.io/blog/ucla-c111-lol-prediction-en/</guid><description>Using machine learning to analyze 10-minute game data from 9,879 Diamond-tier matches and predict victory with 72% accuracy. Full technical report with code and figures.</description><pubDate>Mon, 15 Dec 2025 00:00:00 GMT</pubDate><category>machine-learning</category><category>lol</category><category>python</category><category>ucla</category><category>data-science</category></item><item><title>用机器学习预测英雄联盟比赛胜负：从 10 分钟数据到 72% 准确率</title><link>https://astro-wen.github.io/blog/ucla-c111-lol-prediction-zh/</link><guid isPermaLink="true">https://astro-wen.github.io/blog/ucla-c111-lol-prediction-zh/</guid><description>基于 9,879 场钻石段位比赛的前 10 分钟数据，训练 6 种分类模型预测英雄联盟胜负。完整技术报告，含全部代码、图表与分析。</description><pubDate>Mon, 15 Dec 2025 00:00:00 GMT</pubDate><category>machine-learning</category><category>lol</category><category>python</category><category>ucla</category><category>data-science</category></item><item><title>《极乐迪斯科》叙事设计分析</title><link>https://astro-wen.github.io/blog/disco-elysium-narrative-design/</link><guid isPermaLink="true">https://astro-wen.github.io/blog/disco-elysium-narrative-design/</guid><description>从任务策划和叙事策划的视角，深入分析《极乐迪斯科》的技能人格化、检定叙事化、思绪内阁等核心设计，探讨其亮点、不足与迭代方案。</description><pubDate>Sat, 29 Nov 2025 00:00:00 GMT</pubDate><category>game-design</category><category>narrative</category><category>disco-elysium</category><category>crpg</category></item><item><title>用柳叶刀代替攻城锤：《33号远征队》如何用&quot;小团队&quot;低成本打法，比肩3A巨作？</title><link>https://astro-wen.github.io/blog/expedition33-cost-efficiency/</link><guid isPermaLink="true">https://astro-wen.github.io/blog/expedition33-cost-efficiency/</guid><description>深入剖析《光与影：33号远征队》的开发哲学——核心团队仅32人，预算低于二十年前的2A游戏，却斩获Metacritic 92分、全球超330万销量。从序章设计、战斗系统、UE5蓝图工作流到战略性外包，拆解小团队如何以&quot;精益&quot;对抗&quot;力大砖飞&quot;。</description><pubDate>Fri, 03 Oct 2025 00:00:00 GMT</pubDate><category>game-design</category><category>expedition-33</category><category>jrpg</category><category>ue5</category><category>indie</category></item></channel></rss>