Computer games
Found in 2465 Collections and/or Records:
Amiga Addict, Issue 10, est. February 2022
This is an ongoing collection of Amiga Addict. New issues are added as they are received.
Starting with Issue 8, issues of Amiga Addict are only dated by year, not by month. Although each issue includes the estimated publishing date for the following issue, these dates often end up inaccurate. Approximate months have been added for these issues' actual publishing dates based on information from the Amiga Addict website and social media.
Amiga Addict, Issue 11, March 2002
This is an ongoing collection of Amiga Addict. New issues are added as they are received.
Starting with Issue 8, issues of Amiga Addict are only dated by year, not by month. Although each issue includes the estimated publishing date for the following issue, these dates often end up inaccurate. Approximate months have been added for these issues' actual publishing dates based on information from the Amiga Addict website and social media.
Amiga Addict, Issue 12, May 2022
This is an ongoing collection of Amiga Addict. New issues are added as they are received.
Starting with Issue 8, issues of Amiga Addict are only dated by year, not by month. Although each issue includes the estimated publishing date for the following issue, these dates often end up inaccurate. Approximate months have been added for these issues' actual publishing dates based on information from the Amiga Addict website and social media.
Andrew Nelson papers
Andrew Nelson is a writer who was the cofounder and creative director of Cyberflix, a studio that created interactive movies for computers. CyberFlix titles were developed using a proprietary authoring toolset called DreamFactory, which was meant to allow non-programmer writers and artists to design mulitmedia games.
As the lead writer at Cyberflix from 1993–1997, Nelson wrote the scripts for games including Dust: A Tale of the Wired West and Titanic: Adventure Out of Time.
Applying Artificial Intelligence [audiocassette], May 8, 1989, 11:30am
"David will address the fundamentals of AI and demonstrate how to apply them to the creation of virtual worlds, the synthesis of behavior for interactive stories, and the formulation of tactics for warfare simulations." —Description from Computer Game Developers' Conference 1989 program
Applying Artificial Intelligence, side A [audiocassette], May 8, 1989, 11:30am
"David will address the fundamentals of AI and demonstrate how to apply them to the creation of virtual worlds, the synthesis of behavior for interactive stories, and the formulation of tactics for warfare simulations." —Description from Computer Game Developers' Conference 1989 program
Applying Artificial Intelligence, side B [audiocassette], May 8, 1989, 11:30am
"David will address the fundamentals of AI and demonstrate how to apply them to the creation of virtual worlds, the synthesis of behavior for interactive stories, and the formulation of tactics for warfare simulations." —Description from Computer Game Developers' Conference 1989 program
Art and Animation [audiocassette], May 7, 1989, 11:30am
"How do you find a good graphic artist? What tools do you need to support art and animation creation? What is an artist's place in the design process? How do you build and maintain a good working relationship with an artist? How has the role of art changed in the past few years?" —Description from Computer Game Developers' Conference 1989 program
Art and Animation, side A [audiocassette], May 7, 1989, 11:30am
"How do you find a good graphic artist? What tools do you need to support art and animation creation? What is an artist's place in the design process? How do you build and maintain a good working relationship with an artist? How has the role of art changed in the past few years?" —Description from Computer Game Developers' Conference 1989 program
Art and Animation, side B [audiocassette], May 7, 1989, 11:30am
"How do you find a good graphic artist? What tools do you need to support art and animation creation? What is an artist's place in the design process? How do you build and maintain a good working relationship with an artist? How has the role of art changed in the past few years?" —Description from Computer Game Developers' Conference 1989 program
