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Game development

 Subject
Subject Source: Local sources

Found in 542 Collections and/or Records:

Network Games [audiocassette], May 8, 1989, 9:00am

 Item — Location CGDC 1989 tapes
Identifier: EVENTS-GDCPRES-TAPES.89.14
Abstract

"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

Dates: Event: May 8, 1989, 9:00am

Network Games, side A [audiocassette], May 8, 1989, 9:00am

 Item
Identifier: EVENTS-GDCPRES-TAPES.89.14.A
Abstract

"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

Dates: Event: May 8, 1989, 9:00am

Network Games, side B [audiocassette], May 8, 1989, 9:00am

 Item
Identifier: EVENTS-GDCPRES-TAPES.89.14.B
Abstract

"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

Dates: Event: May 8, 1989, 9:00am

"Opulent Artificial Intelligence — a manifesto" zine, 2016

 Item
Identifier: EPHEMERA-LAWHEAD.09
Scope and Contents From the Collection:

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.

Dates: Publication: 2016

Paper Games and Computer Games [audiocassette], May 8, 1989, 10:15am

 Item — Location CGDC 1989 tapes
Identifier: EVENTS-GDCPRES-TAPES.89.16
Abstract

"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

Dates: Event: May 8, 1989, 10:15am

Paper Games and Computer Games, side A [audiocassette], May 8, 1989, 10:15am

 Item
Identifier: EVENTS-GDCPRES-TAPES.89.16.A
Abstract

"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

Dates: Event: May 8, 1989, 10:15am

Paper Games and Computer Games, side B [audiocassette], May 8, 1989, 10:15am

 Item
Identifier: EVENTS-GDCPRES-TAPES.89.16.B
Abstract

"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

Dates: Event: May 8, 1989, 10:15am

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

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

 Item
Identifier: EVENTS-GDCPRES-TAPES.89.09.A
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

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

 Item
Identifier: EVENTS-GDCPRES-TAPES.89.09.B
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