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Game development

 Subject
Subject Source: Local sources

Found in 539 Collections and/or Records:

The Cursor: Game Developer Life, Summer/Fall 1998

 Item — Location The Cursor
Identifier: MAG-CURSOR.2
Scope and Contents From the Series:

This is a complete collection of both issues of The Cursor.

Dates: Publication: Summer/Fall 1998

The Cursor: Game Developer Life

 Series
Identifier: MAG-CURSOR
Abstract The Cursor: Game Developer Life was a short-lived game industry trade magazine published by the International Game Developers Network, a professional organization for game developers. In addition to covering game design and technology, the magazine also covered "developer life" topics dealing with professional issues, such as workplace dynamics and salaries.Due to apparent production difficulties alluded to in the second issue, only two issues of The Cursor were produced, one...
Dates: Publication: 1997–1998

The Cursor: Game Developer Life, Premier Issue, Summer 1997

 Item — Location The Cursor
Identifier: MAG-CURSOR.1
Scope and Contents From the Series:

This is a complete collection of both issues of The Cursor.

Dates: Publication: Summer 1997

The Developer's Library of Books and Tools [audiocassette], May 8, 1989, 3:15pm

 Item — Location CGDC 1989 tapes
Identifier: EVENTS-GDCPRES-TAPES.89.21
Abstract

"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

Dates: Event: May 8, 1989, 3:15pm

The Developer's Library of Books and Tools, side A [audiocassette], May 8, 1989, 3:15pm

 Item
Identifier: EVENTS-GDCPRES-TAPES.89.21.A
Abstract

"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

Dates: Event: May 8, 1989, 3:15pm

The Developer's Library of Books and Tools, side B [audiocassette], May 8, 1989, 3:15pm

 Item
Identifier: EVENTS-GDCPRES-TAPES.89.21.B
Abstract

"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

Dates: Event: May 8, 1989, 3:15pm

The Golden Days of Computer Games [audiocassette], May 7, 1989, 10:15am

 Item — Location CGDC 1989 tapes
Identifier: EVENTS-GDCPRES-TAPES.89.03
Abstract

"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

Dates: Event: May 7, 1989, 10:15am

The Golden Days of Computer Games, side A [audiocassette], May 7, 1989, 10:15am

 Item
Identifier: EVENTS-GDCPRES-TAPES.89.03.A
Abstract

"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

Dates: Event: May 7, 1989, 10:15am

The Golden Days of Computer Games, side B [audiocassette], May 7, 1989, 10:15am

 Item
Identifier: EVENTS-GDCPRES-TAPES.89.03.B
Abstract

"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

Dates: Event: May 7, 1989, 10:15am

The Journal of Computer Game Design

 Series
Identifier: MAG-JCGD
Abstract The Journal of Computer Game Design was an early journal for the electronic games industry, edited and self-published by Chris Crawford, the founder of the Game Developers Conference. Many articles in the journal were written by Crawford's early collaborators in the computer game industry.Over its nine-year run, the journal's content shifted away from technical writing and industry news, focusing heavily more game design theory and editorial articles, often written by Crawford...
Dates: June 1987 – August 1996