GDC 2025
Latest about GDC 2025

Despite making a roguelike where you can have countless arms and legs, Caves of Qud's creators say the ideal form is a limbless sphere: 'We started in perfection and only moved farther from God'
By Lincoln Carpenter published
News That's about what I expected.

Metaphor: ReFantazio battle director says turn-based RPGs can still be just as popular as action RPGs: 'I personally believe turn-based games have a long future ahead of them'
By Wes Fenlon published
News Atlus's Kenichi Goto worried turn-based battles were beginning to feel outdated, but developing Metaphor brought him back around.

The Witcher 3 devs had to practically remake the game engine to make official modding possible
By Alessandro Fillari published
News At GDC 2025, CD Projekt Red devs offered a deep dive into making REDKit, and how they want The Witcher 3 to continue on forever.

Gabe Newell's cult of personality is intense, but a Valve exec who worked with him says his superpower is how he 'delighted in people on the team just being really good at what they did'
By Joshua Wolens published
News It's kind of a team fortress, too.

One of Valve's original executives shares a very simple secret to its success: 'You can't use up your credibility' by trying to make bad games work
By Harvey Randall published
News "If you're in this industry, people have to trust you."

Gabe Newell had his eyes on a social network in the '90s that 'was not in a games context at all'—meaning Valve-owned social media could've been a very real thing
By Harvey Randall published
News "It probably wouldn't have looked anything like Facebook."

The specter of a GTA 6 delay haunts the games industry: 'Some companies are going to tank' if they guess wrong, says analyst
By Tyler Wilde published
news Will GTA 6 actually release in 2025? It's what everyone in the business wants to know.

'Players don't explore': former Grand Theft Auto 6 and Red Dead Online designer lays out the perils of 'open world fatigue'
By Christopher Livingston published
News "They're wondering, 'Okay, how far away is the next thing? I really gotta run all the way across the map?'" said Cameron Williams of Absurd Ventures.

Persona and Metaphor: ReFantazio's UI designer is open to accessibility options for players who find the stylish menus overstimulating: 'That is something we understand we'll need to work on and provide in the future'
By Wes Fenlon published
Most players love Koji Ise's signature interface designs, but they're also a barrier for a few.
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