Location CGDC 1989 tapes
Restricted
Contains 21 Results:
Publisher Relationships [audiocassette], May 8, 1989, 9:00am
"Markets change, publishers come and go, getting published successfully becomes ever more difficult. Stephen, a seasoned software schmoozer, will reveal valuable information gained in negotiating more than fifty contracts with both good and bad software publishers." —Description from Computer Game Developers' Conference 1989 program
Network Games [audiocassette], May 8, 1989, 9:00am
"How does an online product differ from a single-user program? What is the market for network games? What are the technical capabilities and limitations of commercial networks, and how are they changing? What are the business, artistic, and design issues to contend with?" —Description from Computer Game Developers' Conference 1989 program
Future Game Technologies [audiocassette], May 8, 1989, 10:15am
"What's the extrapolation of current trends in entertainment platforms? How will optical media change the way we design games? What will entertainment software be like in the 90's? Will interactive entertainment really become a part of most American households?" —Description from Computer Game Developers' Conference 1989 program
Paper Games and Computer Games [audiocassette], May 8, 1989, 10:15am
"The first games we played were paper games, and many computer game designers began by designing paper games. What are the similarities, and, more importantly, how do the media differ in strengths and weaknesses? What are the trends in paper games? Are hybrid games a possibility? How can a computer game achieve the universal appeal of Monopoly or Scrabble?" —Description from Computer Game Developers' Conference 1989 program
From Developer to Publisher [audiocassette], May 8, 1989, 11:30am
"Many of today's successful publishers began as developers. How have 'Affiliated Publisher' programs made this easier? How can you learn instant accounting, instant typesetting, and instant marketing? Where does the money come from, and where does it go? Is it all really worth it?" —Description from Computer Game Developers' Conference 1989 program
Applying Artificial Intelligence [audiocassette], May 8, 1989, 11:30am
"David will address the fundamentals of AI and demonstrate how to apply them to the creation of virtual worlds, the synthesis of behavior for interactive stories, and the formulation of tactics for warfare simulations." —Description from Computer Game Developers' Conference 1989 program
The Press and Games [audiocassette], May 8, 1989, 2:00pm
"How does news of your latest great program reach the world? Who do you talk to, what do you say? Who writes the reviews? What is your publisher's PR department doing for you, and how?" —Description from Computer Game Developers' Conference 1989 program
Writing for Multiple Machines [audiocassette], May 8, 1989, 2:00pm
"Why bother to design for other machines? Which hardware platforms are worth the time and effort? How can you design your game to make porting as easy as possible? What compromises are made to accomodate [sic] different interfaces, graphics standards, and sound support?" —Description from Computer Game Developers' Conference 1989 program
The Developer's Library of Books and Tools [audiocassette], May 8, 1989, 3:15pm
"It doesn't matter what you know, as long as you know where to find it. What are the essentials for your bookshelf and your hard drive? The Robinsons will cover the necessary resources for IBM, Mac, and Amiga developers." —Description from Computer Game Developers' Conference 1989 program
Developing Automated Characters [audiocassette], May 8, 1989, 3:15pm
"What are the costs and benefits of putting interesting characters in your games? What are the trade-offs? Tim will talk about current approaches and future possibilities, and supply ideas to help you make better decisions for your games." —Description from Computer Game Developers' Conference 1989 program
