Reprint of UnixWorld Magazine review of the NeXT Workstation by Rik Farrow. Form September 1989.
Topics: NeXT, NeXT Computer, NeXTStep, NeXTOS, NeXT Workstation, NeXT Cube, 1992, Rik Farrow
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Sep 15, 2020
09/20
by
Center for Accessible Technology in Sign
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ASL vocabulary
Topic: next
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next
Topic: next
Source: torrent:urn:sha1:336c09fb4e75cafd78880df6a167ce1ea57b911d
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Jan 2, 2021
01/21
by
xi9w
data
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osu! Next skin for osu! Sourced from this thread on the osu! forums.
Topics: osu, next, osu!next, skin
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Jan 12, 2018
01/18
by
Imagine Media
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Next Generation Issue #26 February 1997
Topics: NEXTgen, NEXT Generation, Next Generation
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Jul 1, 2021
07/21
by
Webster, Bruce F
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xxiv, 387 pages : 24 cm
Topics: NeXT (Computer), NeXT (Ordinateur), NeXT Computer, Micro-ordinateurs, Logiciels, Microcomputers
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HP Next (and Next and Next) Gen Wiki dumped with WikiTeam tools.
Topics: wiki, wikiteam, MediaWiki, HP Next (and Next and Next) Gen Wiki, hp_next_gensfandomcom
Keynote where NeXT CEO Steve Jobs Introduces the NeXT Computer and answers questions at a Press Conference.
Topics: NeXT Inc, Steve Jobs, NeXT Computer
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With a record-smashing crowdfunding campaign and Hollywood-caliber visuals, Chris Roberts' Star Citizen is setting new standards in game development. Star Citizen is also breaking new ground in community interaction, continuing development support by keeping an active fan base involved through the entire development cycle. Star Citizen has treated its audience differently. This not only enabled Cloud Imperium Games to raise more money than any other crowdfunded project, but more importantly, it...
Topic: GDC NEXT
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It's been six months since the launch of Google Play game services. Let's take a moment to look back on some early design decisions we made and figure out if they were good ones in hindsight. We'll also take a look at problems we're still confronted with and how we're attempting to solve them, as well as cover some of the common pitfalls and best practices that our partners have discovered in their own games.
Topic: GDC NEXT
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Free-to-play MMO game monetization differs significantly between games from Western and Asian developers. Western developers have focused primarily on limited monetization systems, striving to achieve a harmonious game balance for free players and spenders. Asian developers have focused on selling power through gear and weapons enhancements, resulting in much higher ARPU, but sometimes creating a perception that the games are pay-to-win. This presentation explains how Asian free-to-play MMOs...
Topic: GDC NEXT
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SEGA provides an inside look at how Sonic has grown and developed on mobile, from the initial, one-time download launch of Sonic & SEGA All-Star Racing, to reevaluating business models with titles like Sonic Dash and Sonic Jump. SEGA explores the transition between monetization models, as well as changes made to gameplay, presenting the learnings that have been applied to make a legacy brand successful in a freemium world.
Topic: GDC NEXT
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2013 marked the entry of brand new territory for game creators. Led by visionary entrepreneurs, industry veterans, support from the core community, and a few dreamers, a new wave of gaming hardware is filling the market from unexpected corners of the industry. Inspired by promising indie talent, frictionless online game stores, and new ways to fund development and sell games, these new hardware makers and game platforms are becoming a springboard of innovation, experimentation, and creativity...
Topic: GDC NEXT
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Next Generation 39 Mar 1998
Topic: Next Generation
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Next Generation 37 Jan 1998 This is a scan of a subscriber issue with an alternate cover.
Topic: Next Generation
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This talk will feature the retro-evolution of classic 2D RPG elements in Obsidian Entertainment's Project Eternity. From the challenges of creating massive, dynamically-lit isometric environments to trusting in players' vivid imaginations and problem-solving capabilities, Project Eternity poses some interesting challenges to its veteran team. To find the right balance between using contemporary development practices and meeting classic RPG expectations, the developers have solicited community...
Topic: GDC NEXT
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Competitive gaming has taken off in the last few years. Publishers like Riot Games with League of Legends or Wargaming with World of Tanks have built their business around the idea that they are indeed a sport. As with any sport, electronic sports have evolved into their own complex ecosystem, with a myriad of business opportunities for multiplayer game developers. This lecture shows how this concept works, who the major players are, how big it has become, and sheds light on deal and investment...
Topic: GDC NEXT
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Kinect introduced the world to using your body as a controller. The capabilities of the new Kinect sensor for Xbox One allow for experiences far beyond what has been possible in the recent past. This presentation covers the technical details of the hardware and software, but focuses primarily on seeing the technology in action, with demos showing many of the amazing scenarios that are now possible on the next generation of Kinect.
Topic: GDC Next
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Core games are known for their deep gameplay and fanatical players, but the genre hasn't been able to reach the mass audience the way casual has on the mobile platform. For years, John Hsu has guided the assimilation of core mechanics into Kiwi's casual games, combining the retention and monetization potential of mid-core mechanics with the mass appeal of casual games.
Topic: GDC NEXT
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Today, two billion people are using mobile messaging apps, and the demand and growth for these services continue to skyrocket. In addition, the top mobile games are generating millions of dollars each day. With customers always craving new ways to connect and engage with each other, mobile games are one of biggest drivers of growth, engagement and monetization for messaging apps. With billions of users of mobile messenger apps, there is a significant revenue opportunity for messenger-based...
Topic: GDC NEXT
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Small development teams don't have access on their own to the same resources as large companies. By banding together with other developers they can amplify their reach, expand their resources, and find new collaborators. However, along with its benefits, creating a larger entity comes with its share of complications and challenges. Building an inclusive, productive community is difficult, and the lines between collective and clique can become blurry to outsiders as well as members of the group....
Topic: GDC NEXT
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Bob Crawford, vice president of research at Frank N. Magid Associates, along with Andre Machicao, general manager of PlaySpan (Visa's virtual goods monetization platform), will present extensive findings from a series of Magid studies conducted on virtual goods and free-to-play market trends. Findings will include demographic data regarding spending habits, genre and platform preferences, factors gamers identified as the most influential when making purchasing decisions, and general consumer...
Topic: GDC NEXT
NeXT Software And Peripherals catalog Fall 1989
Topic: NeXT Inc.
Brochure for the NeXT Computer.
Topic: NeXT Inc
new build
Topic: next build
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With 4G mobile, always-on devices and wearable technology, we are approaching a point where the idea of being permanently connected is no longer a fanciful dream. It's not just always-on devices, but always-on people, always-gaming, always-engaging. Does this future mean that we will always be playing multiplayer games? What kinds of games might they be? What does this future mean for single-player games? How might we connect to play constantly in the future? This wide-ranging panel explores...
Topic: GDC NEXT
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The atmospheric science fiction thriller The Silent Age is one of the first point-and-click adventure games to be tailor-made exclusively for mobile devices. Every aspect of the game, ranging from interaction design to sound, was carefully handcrafted with tablets in mind. This talk will offer insight into various design challenges faced by the team and how they were solved. With a strong focus on interaction design, the talk will tell the story of a unique approach to game design, in which the...
Topic: GDC NEXT
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After the success of their record-breaking Kickstarter campaign, Tim Schafer and the team at Double Fine were tasked with developing a brand new point-and-click adventure game in the vein of Tim's early work at Lucas Arts. The demand for this type of game was clear, but much has changed in the 15 years since Tim last visited the genre. In this talk, we'll hear a multidisciplinary panel of members from the Broken Age team discuss ways in which they leveraged modern technology and methodologies...
Topic: GDC NEXT
From the Next Generation Magazine
Topic: Next Generation
Poster for the launch of the NeXT Computer
Topic: NeXT Inc
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David will introduce Dynamighty's first title, CounterSpy, being developed for PS3, PSVita and Mobile. He will walk us through the development path of the game and how the concept has taken shape according to the creative values of the company's founders. The recent explosion in indie gaming has brought forth many amazing voices and new interactive experiences into the world. David will discuss the challenges, fears and anxieties that any new studio faces creating original work in such a high...
Topic: GDC NEXT
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It's time to stop distracting and start engaging our kids. Kids today are born into a world where mobile technology and touch interactions are common and intuitive. Rather than merely use the technology to entertain and distract our kids, I challenge you to create useful, lifestyle tools that engage, teach and train kids. Join the developers behind apps like ChoreMonster, Monkey Preschool Lunchbox and Ubooly to learn how to design like kids and not just for kids.
Topic: GDC NEXT
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Building a community can be a big challenge for the indie developer or small studio. How do you find your community? How do you find the right person to manage and grow your community? What kinds of resources are needed for community building? What is wrong with your social media presence? How do you work within the social media terms of service/promotions rules without violating them or the law? Our panelists will help show you ways that you can create and sustain indie studio communities,...
Topic: GDC NEXT
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As the Android ecosystem continues to grow, more and more companies are building apps designed specifically for Android users. Companies need to find a way to maintain their brand familiarity, while staying within Android guidelines. At Yahoo, for example, there is a broad portfolio of applications, which need to represent Yahoo's brand and aesthetic, while also adhering to Android best practices for user design. Yahoo senior principal engineer Jean-Baptiste Queru (JBQ) will share how to design...
Topic: GDC NEXT
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Crowdfunding is often now hailed as a way to free developers from the shackles of publishers, a way to make very specific products for very specific audiences, etc. What seems to be missing is ongoing dialogue about building this into a self-sustaining ecosystem of development where the crowd is sharing, not just funding and sourcing. Crowdsharing is a combination of crowdfunding and crowdsourcing in a sustainable loop. Using his recent experience on Shroud of the Avatar, 20-year video game...
Topic: GDC NEXT
NeXT was so proud to build computers in a fully automated factory that they made a video of how a NeXT board is built from beginning to end.
Topic: NeXT Inc
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Love your players, and help them love each other. It motivates your developers. It converts free players into spenders. It gives you a canary in a production's coal mine of glitches, and guards you against catastrophe. Most importantly - your competitors aren't doing it yet. Learn about the infrastructure that drives player communities, the metrics that prove their value, and the practices that make them form the skeleton of effective game development. The space for community-first mobile game...
Topic: GDC NEXT
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As the only publisher to have free-to-play games on the Xbox 360, PlayStation 3 and the PC, Ubisoft is in the unique position to compare and contrast audiences and their behaviors across platforms. Are the audiences the same across platforms? Do players play and pay the same? What's unique about operating a game as a service on a console? Come learn from Ubisoft's experience.
Topic: GDC NEXT
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Being an app developer has quickly become one of the most exciting and lucrative fields to be in. Consumers are spending over 120 minutes per day in mobile apps, up 35 percent from last year. App developers are now ready to tap into the growing trends by optimizing their monetization and publishing strategies. This session will provide next-step solutions to developers who are ready to take a big step forward.
Topic: GDC NEXT
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Let's face it: There are literally dozens of possible distribution platforms available to self-publish games, with new platforms popping up every month. Unfortunately, this does not always equate to more profit for developers. Porting to multiple platforms can cause serious headaches if not done properly, done too late in the development process, or done without careful consideration; and the overhead and costs associated with this cannot be overstated. Owlchemy Labs discusses its business and...
Topic: GDC NEXT
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Adam Orth will present an in-depth and unfiltered look at toxic online behavior and destructive mob-mentality within the gaming and internet community by examining the phenomenon through the lens of his personal experience, highlighting the progressive methods the game industry is currently using against the epidemic, and inspiring developers as a community to rebuild the foundation of online and community through positive academic, communal and mechanical revolution.
Topic: GDC NEXT
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In the last five years, data analysis, A/B testing and predictive modeling have transitioned from an afterthought to a given in the game industry. Data can be invaluable in understanding the player and making decisions, but it can just as easily lead us astray. This session will expose common mistakes and pitfalls, both technical and emotional, as well as provide practical guidance on how to improve the rigorousness of your tests and the quality of your data.
Topic: GDC NEXT
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Competitive gaming has evolved from humble LAN party beginnings to pro-level games shown in crowded stadiums, packed with fans and on live streams viewed by hundreds of thousands of people. With players fueled by a passion for the game, e-sports are evolving into an aspirational profession and international pastime. In this session, a panel of experts from across the e-sports ecosystem will share in-depth insight into the evolution of the sport, the source of its growth, the blueprint for its...
Topic: GDC NEXT
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thatgamecompany's experimental, iterative and heavily player-focused design process resulted in three award-winning, artistically crafted, broadly accessible interactive experiences that emotionally resonate with players of all stripes. This talk covers the underlying game design philosophy and goals which enables thatgamecompany to focus on creating innovative experiences that push the boundaries of interactive entertainment.
Topic: GDC NEXT
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Next Generation 30 Jun 1997
Topic: Next Generation
2,004
2.0K
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Next Generation 38 Feb 1998
Topic: Next Generation
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Game jams - where small teams create a playable experiment on a micro-schedule - have risen from a tiny following to a full-fledged piece of the game dev world. With global, local, themed and in-studio jams happening all the time, it's no wonder that every so often a jam game transcends its three day dev cycle and becomes something larger: a "full" game destined for a major platform. This talk will discuss the process Capy took in bringing Super Time Force from game jam to console...
Topic: GDC NEXT