What Valve learned from porting Team Fortress 2 over to become a virtual reality game – the Scout, Demoman and Soldier are in trouble.
Organiser UBM hails biggest year to date after 23,000 flock to San Francisco.
Robyn Miller gave a charming talk about the difficult process of making his classic game at GDC 2013.
The game design gospel according to Square-Enix Montreal’s Dan Taylor.
Former Blizzard creative director Jay Wilson reveals what his team got wrong – and right – at GDC.
Diner Dash, X-Wing Vs Tie-Fighter and Battlestar Galactica all helped inspire Justin Ma and Matthew Davis’ indie hit.
“It seemed like we had an insurmountable challenge,” said 343’s Josh Holmes during his GDC 2013 talk.
The creator of Katamari Damacy (almost) explains his next offbeat game project.
How mud, fingers and thumbs led to the creation of Media Molecule’s ‘paper engine’.
Japanese studio Crispy’s on its many failed pitches and how difficult it was to get Tokyo Jungle published in the west.