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Game development

 Subject
Subject Source: Local sources

Found in 539 Collections and/or Records:

Developing Automated Characters, side B [audiocassette], May 8, 1989, 3:15pm

 Item
Identifier: EVENTS-GDCPRES-TAPES.89.22.B
Abstract

"What are the costs and benefits of putting interesting characters in your games? What are the trade-offs? Tim will talk about current approaches and future possibilities, and supply ideas to help you make better decisions for your games." —Description from Computer Game Developers' Conference 1989 program

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

Developing Games for the Public PC, Spring 1998

 Item — Location Game Developer
Identifier: MAG-GD.PC1998
Abstract

This issue of Game Developer is a supplement to an issue published in Spring 1998, covering the "Public PC" standard for PC-based arcade machines proposed by the Open Arcade Architecture Forum (OAAF) industry group. It is unclear whether this issue was sponsored by OAAF and which issue it corresponds with.

Dates: Publication: Spring 1998

Encyclopedia of Generativity zine, 2017

 Item
Identifier: EPHEMERA-LAWHEAD.10
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: 2017

From Developer to Publisher [audiocassette], May 8, 1989, 11:30am

 Item — Location CGDC 1989 tapes
Identifier: EVENTS-GDCPRES-TAPES.89.17
Abstract

"Many of today's successful publishers began as developers. How have 'Affiliated Publisher' programs made this easier? How can you learn instant accounting, instant typesetting, and instant marketing? Where does the money come from, and where does it go? Is it all really worth it?" —Description from Computer Game Developers' Conference 1989 program

Dates: Event: May 8, 1989, 11:30am

From Developer to Publisher, side A [audiocassette], May 8, 1989, 11:30am

 Item
Identifier: EVENTS-GDCPRES-TAPES.89.17.A
Abstract

"Many of today's successful publishers began as developers. How have 'Affiliated Publisher' programs made this easier? How can you learn instant accounting, instant typesetting, and instant marketing? Where does the money come from, and where does it go? Is it all really worth it?" —Description from Computer Game Developers' Conference 1989 program

Dates: Event: May 8, 1989, 11:30am

From Developer to Publisher, side B [audiocassette], May 8, 1989, 11:30am

 Item
Identifier: EVENTS-GDCPRES-TAPES.89.17.B
Abstract

"Many of today's successful publishers began as developers. How have 'Affiliated Publisher' programs made this easier? How can you learn instant accounting, instant typesetting, and instant marketing? Where does the money come from, and where does it go? Is it all really worth it?" —Description from Computer Game Developers' Conference 1989 program

Dates: Event: May 8, 1989, 11:30am

Fundamentals of Interactivity [audiocassette], May 7, 1989, 11:30am

 Item — Location CGDC 1989 tapes
Identifier: EVENTS-GDCPRES-TAPES.89.06
Abstract

"'Interactivity' is a buzzword whose meaning has become obscured in a blizzard of special terms (interactive TV, fiction, movies, etc.). In this lecture, Chris will get back to the basics of interactivity and explain why interactivity is absolutely central to computer game design." —Description from Computer Game Developers' Conference 1989 program

Dates: Event: May 7, 1989, 11:30am

Fundamentals of Interactivity, side A [audiocassette], May 7, 1989, 11:30am

 Item
Identifier: EVENTS-GDCPRES-TAPES.89.06.A
Abstract

"'Interactivity' is a buzzword whose meaning has become obscured in a blizzard of special terms (interactive TV, fiction, movies, etc.). In this lecture, Chris will get back to the basics of interactivity and explain why interactivity is absolutely central to computer game design." —Description from Computer Game Developers' Conference 1989 program

Dates: Event: May 7, 1989, 11:30am

Fundamentals of Interactivity, side B [audiocassette], May 7, 1989, 11:30am

 Item
Identifier: EVENTS-GDCPRES-TAPES.89.06.B
Abstract

"'Interactivity' is a buzzword whose meaning has become obscured in a blizzard of special terms (interactive TV, fiction, movies, etc.). In this lecture, Chris will get back to the basics of interactivity and explain why interactivity is absolutely central to computer game design." —Description from Computer Game Developers' Conference 1989 program

Dates: Event: May 7, 1989, 11:30am

Future Game Technologies [audiocassette], May 8, 1989, 10:15am

 Item — Location CGDC 1989 tapes
Identifier: EVENTS-GDCPRES-TAPES.89.15
Abstract

"What's the extrapolation of current trends in entertainment platforms? How will optical media change the way we design games? What will entertainment software be like in the 90's? Will interactive entertainment really become a part of most American households?" —Description from Computer Game Developers' Conference 1989 program

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