Game development
Found in 539 Collections and/or Records:
"Opulent Artificial Intelligence — a manifesto" zine, 2016
This is a collection of zines and ephemera donated to the Video Game History Foundation by Nathalie Lawhead. Lawhead collected these zines from events they attended between roughly 2016–2018.
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
Paper Games and Computer Games, side A [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
Paper Games and Computer Games, side B [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
Playtesting and QA [audiocassette], May 7, 1989, 3:15pm
"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
Playtesting and QA, side A [audiocassette], May 7, 1989, 3:15pm
"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
Playtesting and QA, side B [audiocassette], May 7, 1989, 3:15pm
"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
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
Publisher Relationships, side A [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
Publisher Relationships, side B [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
