Game development
Found in 539 Collections and/or Records:
MCV/Develop, Issue 1004, August/September 2025
This collection includes an assortment of physical issues of MCV and MCV/Develop dating back to May 1999, along with a substantial collection of digital issues of MCV from 2008–2019 and 2022–2025.
The majority of the library's physical collection of MCV is from before 2000 or after October 2019. Pre-2000 issues of MCU are from the US edition of the magazine.
MCV/Develop, Issue 1005, October/November 2025
This collection includes an assortment of physical issues of MCV and MCV/Develop dating back to May 1999, along with a substantial collection of digital issues of MCV from 2008–2019 and 2022–2025.
The majority of the library's physical collection of MCV is from before 2000 or after October 2019. Pre-2000 issues of MCU are from the US edition of the magazine.
MCV/Develop, Issue 1006, December/January 2026
This collection includes an assortment of physical issues of MCV and MCV/Develop dating back to May 1999, along with a substantial collection of digital issues of MCV from 2008–2019 and 2022–2025.
The majority of the library's physical collection of MCV is from before 2000 or after October 2019. Pre-2000 issues of MCU are from the US edition of the magazine.
Movies and Games: Living with a License [audiocassette], May 7, 1989, 3:15pm
"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
Movies and Games: Living with a License, side A [audiocassette], May 7, 1989, 3:15pm
"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
Movies and Games: Living with a License, side B [audiocassette], May 7, 1989, 3:15pm
"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
Nathalie Lawhead zine and ephemera collection
Nathalie Lawhead is an independent game designer known for titles such as bluesuburbia, Tetrageddon Games, and Everything is going to be OK. Lawhead collected zines and ephemera from independent game events they attended, such as the A MAZE. festival in Berlin.
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
Network Games, side A [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
Network Games, side B [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
