Game development
Found in 539 Collections and/or Records:
The Cursor: Game Developer Life, Summer/Fall 1998
This is a complete collection of both issues of The Cursor.
The Cursor: Game Developer Life
The Cursor: Game Developer Life, Premier Issue, Summer 1997
This is a complete collection of both issues of The Cursor.
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
The Developer's Library of Books and Tools, side A [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
The Developer's Library of Books and Tools, side B [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
The Golden Days of Computer Games [audiocassette], May 7, 1989, 10:15am
"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
The Golden Days of Computer Games, side A [audiocassette], May 7, 1989, 10:15am
"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
The Golden Days of Computer Games, side B [audiocassette], May 7, 1989, 10:15am
"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
