Sound recordings
Found in 150 Collections and/or Records:
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
Future Game Technologies, side A [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
Future Game Technologies, side B [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
Game production audio, assorted
This is an assorted collection of audio from video game production that does not fit into any other collection. These are typically individual or one-off acquisitions that do not belong to a larger body of work held by the library. In all cases, we have recorded the provenance of each item.
