Game development
Found in 539 Collections and/or Records:
Wireframe, Issue 39, June 4, 2020
This is an incomplete collection of Wireframe, most of which runs through October 2020.
Wireframe, Issue 40, July 2, 2020
This is an incomplete collection of Wireframe, most of which runs through October 2020.
Wireframe, Issue 41, August 6, 2020
This is an incomplete collection of Wireframe, most of which runs through October 2020.
Wireframe, Issue 42, September 3, 2020
This is an incomplete collection of Wireframe, most of which runs through October 2020.
Wireframe, Issue 43, October 1, 2020
This is an incomplete collection of Wireframe, most of which runs through October 2020.
Wireframe, Issue 64, July 7, 2022
This is an incomplete collection of Wireframe, most of which runs through October 2020.
Writing for Multiple Machines [audiocassette], May 8, 1989, 2:00pm
"Why bother to design for other machines? Which hardware platforms are worth the time and effort? How can you design your game to make porting as easy as possible? What compromises are made to accomodate [sic] different interfaces, graphics standards, and sound support?" —Description from Computer Game Developers' Conference 1989 program
Writing for Multiple Machines, side A [audiocassette], May 8, 1989, 2:00pm
"Why bother to design for other machines? Which hardware platforms are worth the time and effort? How can you design your game to make porting as easy as possible? What compromises are made to accomodate [sic] different interfaces, graphics standards, and sound support?" —Description from Computer Game Developers' Conference 1989 program
Writing for Multiple Machines, side B [audiocassette], May 8, 1989, 2:00pm
"Why bother to design for other machines? Which hardware platforms are worth the time and effort? How can you design your game to make porting as easy as possible? What compromises are made to accomodate [sic] different interfaces, graphics standards, and sound support?" —Description from Computer Game Developers' Conference 1989 program
