And Duke Nukem, I think he is the most iconic videogame character in the industry. I think Lara Croft is the female and Duke Nukem is the male. Between them, they're the most iconic figures in videogames.
There are times when you can take yourself seriously and there are times when you can cut loose. It really depends on your goals and it depends on what you're promising the customer.
I want to make sure that people with talents, who want to perform or to develop their act, know that the Peacock Theater exists and to reach out to us and know that there's a safe and fun place for them to develop their material.
We're convinced that Frisco Square is the perfect environment for Gearbox Software's new headquarters and we are eager to break ground, build out and move in so that we may join the community and bring everything we can to the city as a Frisco business and as Frisco citizens.
My dad used to build computers for the U.S. government, for military intelligence. So he always had computers around the house.
A very important part of game development is testing - something that a lot of developers don't do.
There's a different kind of experience you have when you experience live entertainment versus the kinds of media we tend to consume most of, when we're watching television or films or reading books. Live entertainment is a whole different beast.
What a lot of people don't know is that I got started as a professional gamemaker when I moved out to Texas to join George Broussard and Scott Miller and Allen Blum who created Duke Nukem, to join those guys and become part of the 'Duke Nukem 3D.'
Sometimes you stumble when you push yourself harder and you're trying to run faster or whatever. We forgive ourselves, pick ourselves up, and keep running. We don't cry and stop running because we skinned our knee.
One of the neat things about Gearbox that I love is, we don't look at our designs as a totalitarian regime and we're all really happy to let designers and creators within the studio explore in our space.
Up until 'Blue Shift,' 'Half-Life' characters were repeating, expendable entities. In 'Blue Shift,' important named partners will work with you over the course of several levels and objectives in order to overcome the hazards of the plot.
With 'Duke Nukem Forever' it was a different level of commitment for me with reference to helping the creators be true to their vision. I've been able to enjoy this game as much as a fan as I am a part of the creative process, and that's a very rare and unique for me.
I wonder if too frequently publishers and developers are so caught up with going after new, untapped audiences that they can forget to care for the largest, most loyal and reliable audience there is - the current gamer.