Game development
Found in 539 Collections and/or Records:
Developing Automated Characters, side B [audiocassette], May 8, 1989, 3:15pm
"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
Developing Games for the Public PC, Spring 1998
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.
Encyclopedia of Generativity zine, 2017
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.
From Developer to Publisher [audiocassette], May 8, 1989, 11:30am
"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
From Developer to Publisher, side A [audiocassette], May 8, 1989, 11:30am
"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
From Developer to Publisher, side B [audiocassette], May 8, 1989, 11:30am
"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
Fundamentals of Interactivity [audiocassette], May 7, 1989, 11:30am
"'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
Fundamentals of Interactivity, side A [audiocassette], May 7, 1989, 11:30am
"'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
Fundamentals of Interactivity, side B [audiocassette], May 7, 1989, 11:30am
"'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
Future Game Technologies [audiocassette], May 8, 1989, 10:15am
"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
