Skip to main content

Game development

 Subject
Subject Source: Local sources

Found in 539 Collections and/or Records:

Wireframe, Issue 39, June 4, 2020

 Item — Location Wireframe
Identifier: MAG-WIREFRAME.39
Scope and Contents From the Series:

This is an incomplete collection of Wireframe, most of which runs through October 2020.

Dates: Publication: June 4, 2020

Wireframe, Issue 40, July 2, 2020

 Item — Location Wireframe
Identifier: MAG-WIREFRAME.40
Scope and Contents From the Series:

This is an incomplete collection of Wireframe, most of which runs through October 2020.

Dates: Publication: July 2, 2020

Wireframe, Issue 41, August 6, 2020

 Item — Location Wireframe
Identifier: MAG-WIREFRAME.41
Scope and Contents From the Series:

This is an incomplete collection of Wireframe, most of which runs through October 2020.

Dates: Publication: August 6, 2020

Wireframe, Issue 42, September 3, 2020

 Item — Location Wireframe
Identifier: MAG-WIREFRAME.42
Scope and Contents From the Series:

This is an incomplete collection of Wireframe, most of which runs through October 2020.

Dates: Publication: September 3, 2020

Wireframe, Issue 43, October 1, 2020

 Item — Location Wireframe
Identifier: MAG-WIREFRAME.43
Scope and Contents From the Series:

This is an incomplete collection of Wireframe, most of which runs through October 2020.

Dates: Publication: October 1, 2020

Wireframe, Issue 64, July 7, 2022

 Item — Location Wireframe
Identifier: MAG-WIREFRAME.64
Scope and Contents From the Series:

This is an incomplete collection of Wireframe, most of which runs through October 2020.

Dates: Publication: July 7, 2022

Writing for Multiple Machines [audiocassette], May 8, 1989, 2:00pm

 Item — Location CGDC 1989 tapes
Identifier: EVENTS-GDCPRES-TAPES.89.20
Abstract

"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

Dates: Event: May 8, 1989, 2:00pm

Writing for Multiple Machines, side A [audiocassette], May 8, 1989, 2:00pm

 Item
Identifier: EVENTS-GDCPRES-TAPES.89.20.A
Abstract

"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

Dates: Event: May 8, 1989, 2:00pm

Writing for Multiple Machines, side B [audiocassette], May 8, 1989, 2:00pm

 Item
Identifier: EVENTS-GDCPRES-TAPES.89.20.B
Abstract

"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

Dates: Event: May 8, 1989, 2:00pm