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Presentations

 Subject
Subject Source: Local sources

Found in 77 Collections and/or Records:

Express Games, NCTA [PowerPoint presentation], March 1997

 Item
Identifier: SHORROCK-STRATEGY.5.3
Scope and Contents From the Collection:

This collection includes digitized copies of paperwork, audio and video cassettes, disks, and game data from Michael Shorrock's work for Sega Channel from 1993–1997. Shorrock's papers primarily deal with programming research and user studies for Sega Channel, as well as samples of promotional and sales materials.

Dates: Issued: March 1997

Express Games presentations [floppy disk], presentations dated March 1997, resumes dated November 25, 1997

 Item
Identifier: SHORROCK-STRATEGY.5
Scope and Contents From the Collection:

This collection includes digitized copies of paperwork, audio and video cassettes, disks, and game data from Michael Shorrock's work for Sega Channel from 1993–1997. Shorrock's papers primarily deal with programming research and user studies for Sega Channel, as well as samples of promotional and sales materials.

Dates: presentations dated March 1997; resumes dated November 25, 1997

"Facilitating Innovation" slide printouts, Game Developers Conference 2004, March 25, 2004

 Item
Identifier: EVENTS-GDCPRES-SLIDES.1
Abstract

This presentation on new developments for PlayStation platforms was given at the 2004 Game Developers Conference by Sony Computer Entertainment America executive vice president Andrew House.

Dates: Game Developers Conference 2004, March 25, 2004

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