RECHERCHE DE MAGAZINES OU D'ARTICLES
- The Top 10 Design Sins
Game Developer / 12/1995Article page 044
- The Way Games Ought to Be : Networked Interpersonal Games
Edge / 30 / 3/1996Article page 026
- Thinking a Program
Softline / 2-4 / 3/1983Article page 021
- Thinking a Program - Part Two
Softline / 2-5 / 5/1983Article page 052
- This Is the End...
PC Gamer / 62 / 11/1998Article page 091
- Todo lo que necesita saber un buen escritor de aventuras
MicroHobby / 195 / 1/1990Article page 018
- Tool of the Devil
Amiga Power / 43 / 11/1994Article page 068
- Trick or Treat
Edge / 63 / 10/1998Article page 068
- Trigger
Game Developer / 11/2000Article page 015
- Trigger Happy : Characterisation : Designing a Believable Virtual Skin
Edge / 88 / 9/2000Article page 026
- Trigger Happy : Clichés : Cutting Out the Dead Wood
Edge / 100 / 8/2001Article page 022
- Trigger Happy : Controls : Getting It Right from the Ground Up
Edge / 95 / 3/2001Article page 026
- Trigger Happy : Cut-Scenes : The Poor Relation of Next-Gen Gaming
Edge / 106 / 1/2002Article page 022
- Trigger Happy : Environments : Capturing the Real World
Edge / 89 / 10/2000Article page 024
- Trigger Happy : Immersion : There Are Two Sides to Every Story
Edge / 99 / 7/2001Article page 026
- Trigger Happy : Mass Appeal : Crediting the Crowd Pleasers
Edge / 103 / 11/2001Article page 026
- Trigger Happy : Power and What Videogames Will Do to Provide It
Edge / 105 / 12/2001Article page 022
- Trigger Happy : Repetition : There's Joy in It, Apparently
Edge / 104 / 12/2001Article page 026
- Trigger Happy : Size : Why Deep Is Preferable to Wide
Edge / 92 / 12/2000Article page 024
- Trigger Happy : Tempo : The Primary Importance of Pacing
Edge / 96 / 4/2001Article page 024
- Trigger Happy : Time : Keep on Slipping
Edge / 90 / 11/2000Article page 023
- Truculento final
MicroHobby / 210 / 5/1991Article page 042
- Ultimate Video Game
Electronic Fun with Computer and Games / Computer Fun / 1-6 / 4/1983Article page 044
- Video Games You'll Never See ! (We Hope !)
Electronic Fun with Computer and Games / Computer Fun / 1-3 / 1/1983Article page 054
- Video-Game Design : From the Inside Out
Video Games & Computer Entertainment / 11 / 12/1989Article page 032
- Warcraft III : Reign of Chaos
PC Team / 84 / 11/2002Article page 106
- Warcraft III : Reign of Chaos
PC Team / 85 / 12/2002Article page 106
- Wege zum Eigenen Spiel (2) : Batteries Included
PC Spiel / 6/96 / 6/1996Article page 040
- Wege zum Eigenen Spiel (3) : Als die Bücher laufen lernten [Director]
PC Spiel / 7/96 / 7/1996Article page 050
- Wege zum Eigenen Spiel (4) : Programmbaukästen
PC Spiel / 8/96 / 8/1996Article page 049
- Wege zum eigener Spiel : Quake Editing
PC Spiel / 10/96 / 10/1996Article page 103
- Wege zum selbstgemachten Spiel : Eingebau winkt
PC Spiel / 5/96 / 5/1996Article page 040
- What Did Super Mario 64 Ever Do for Videogames ?
Edge / 63 / 10/1998Article page 076
- What Makes a Good Game ?
Compute ! / 45 / 2/1984Article page 042
- What Makes a Good Game ?
Computer Gaming World / 152 / 3/1997Article page 018
- What's a Good Game, Anyway ?
Video Games & Computer Entertainment / 12 / 1/1990Article page 131
- Where Do These Ideas Come From ?
Video Games & Computer Entertainment / 10 / 11/1989Article page 134
- Why Hexes ? (Norm Koger)
Strategy Plus / Computer Games / 44 / 7/1994Courrier page 094
- Wie entsteht ein Rollenspiel ?
Amiga Joker / Sonderheft Nr. 3 / 12/1991Article page 082
- Wireless Game Content : How to Think Big in a Small World
Game Developer / 11/2001Article page 034