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Location CGDC 1989 tapes

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Contains 21 Results:

The Process of Building Games [audiocassette], May 7, 1989, 9:00am

 Item — Location: CGDC 1989 tapes
Identifier: EVENTS-GDCPRES-TAPES.89.01
Abstract

"How do you get from an idea on paper to a package on a store shelf? Joe will cover the complete process, including storyboarding, technical review, design discipline, prototyping, playtesting and bugtesting, polishing and finishing." —Description from Computer Game Developers' Conference 1989 program

Dates: Event: May 7, 1989, 9:00am

The Golden Days of Computer Games [audiocassette], May 7, 1989, 10:15am

 Item — Location: CGDC 1989 tapes
Identifier: EVENTS-GDCPRES-TAPES.89.03
Abstract

"Return with us to the thrilling days of yesteryear (about ten years ago). The days when user manuals meant photocopies of typewritten pages, packaging meant ziplock bags, and advertising meant classifieds in Creative Computing. The days when you could write your game in three months of spare time for computers with a whopping 128 bytes of RAM." —Description from Computer Game Developers' Conference 1989 program

Dates: Event: May 7, 1989, 10:15am

Game vs. Story: The Battle of Interactive Fiction [audiocassette], May 7, 1989, 10:15am

 Item — Location: CGDC 1989 tapes
Identifier: EVENTS-GDCPRES-TAPES.89.04
Abstract

"Games are interactive; stories are traditionally experienced by a passive audience. Interactive fiction is a battleground in which game and story fight for resources of designer and machine. Doug will discuss his own combat strategies and tactics in light of his experience designing The King of Chicago." —Description from Computer Game Developers' Conference 1989 program

Dates: Event: May 7, 1989, 10:15am

Art and Animation [audiocassette], May 7, 1989, 11:30am

 Item — Location: CGDC 1989 tapes
Identifier: EVENTS-GDCPRES-TAPES.89.05
Abstract

"How do you find a good graphic artist? What tools do you need to support art and animation creation? What is an artist's place in the design process? How do you build and maintain a good working relationship with an artist? How has the role of art changed in the past few years?" —Description from Computer Game Developers' Conference 1989 program

Dates: Event: May 7, 1989, 11:30am

Fundamentals of Interactivity [audiocassette], May 7, 1989, 11:30am

 Item — Location: CGDC 1989 tapes
Identifier: EVENTS-GDCPRES-TAPES.89.06
Abstract

"'Interactivity' is a buzzword whose meaning has become obscured in a blizzard of special terms (interactive TV, fiction, movies, etc.). In this lecture, Chris will get back to the basics of interactivity and explain why interactivity is absolutely central to computer game design." —Description from Computer Game Developers' Conference 1989 program

Dates: Event: May 7, 1989, 11:30am

The Software Market [audiocassette], May 7, 1989, 2:00pm

 Item — Location: CGDC 1989 tapes
Identifier: EVENTS-GDCPRES-TAPES.89.07
Abstract

"Who is our customer, and what does he say he wants? What were the hits and misses of 1988, and what might they be in 1989? How has the distribution channel and retail marketplace changed? What are the untapped markets, and where is the greatest potential for growth? The marketing minds of Activision, Electronic Arts, and Epyx have the answers." —Description from Computer Game Developers' Conference 1989 program

Dates: Event: May 7, 1989, 2:00pm

Playtesting and QA [audiocassette], May 7, 1989, 3:15pm

 Item — Location: CGDC 1989 tapes
Identifier: EVENTS-GDCPRES-TAPES.89.09
Abstract

"Great playtesters push designers to make great games. How do you find them, use them, and keep them happy? What can they do for you? What makes a good test plan? Is there any such thing as bug-free code? What are the best methods for finding and isolating bugs? —Description from Computer Game Developers' Conference 1989 program

Dates: Event: May 7, 1989, 3:15pm

Movies and Games: Living with a License [audiocassette], May 7, 1989, 3:15pm

 Item — Location: CGDC 1989 tapes
Identifier: EVENTS-GDCPRES-TAPES.89.10
Abstract

"How do you capture the essence of a licensed movie and turn it into an interactive experience? What are the good and bad points of licensing in our industry? The panelists will share their experiences in creating license-based games." —Description from Computer Game Developers' Conference 1989 program

Dates: Event: May 7, 1989, 3:15pm

Getting Your Start [audiocassette], May 7, 1989, 4:30pm

 Item — Location: CGDC 1989 tapes
Identifier: EVENTS-GDCPRES-TAPES.89.11
Abstract

"What are the different doorways into the game industry, and which one is right for you? Should you join a group or fly solo? How do you find the right publisher and get them to notice you? What are the resources you will need? How do you handle contracts and publisher communications?" —Description from Computer Game Developers' Conference 1989 program

Dates: Event: May 7, 1989, 4:30pm

Interactive Storytelling [audiocassette], May 7, 1989, 4:30pm

 Item — Location: CGDC 1989 tapes
Identifier: EVENTS-GDCPRES-TAPES.89.12
Abstract

"Dave will share a mixed bag of thoughts, opinions, experiences, and techniques gained in his many years developing storytelling software." —Description from Computer Game Developers' Conference 1989 program

Dates: Event: May 7, 1989, 4:30pm