Stranglehlold was an attempt to take the best elements of John Woo's famous films, and translate them into the video game world. Between project scope changes and difficulties with unfinished tools, the team managed to create a title that's nothing if not an interactive John Woo movie-here's how.
From the game's university-created roots through to its Orange Box-ed release, Portal was an exercise in creativity. Here, three members of the eight-person team come together to discuss Valve's iterative playtesting process, the power of simple storytelling, and clever ways to present new ideas to a mass-market audience.
Want to know what we really think about this year's GDC? Of course you do! This is your chance to scoop up our hot knowledge and insights into the rapidly-approaching conference. Editors from our multiple publications come together to weigh in on what's hot and what's not.
It's been a year of consolidation for some, and growth for others, but nothing changes the importance of tools in game development. Here, we honor the best and brightest tools of 2007, and enter one indispensable tool into the Hall of Fame.






