Borderlands' is a horrific failure if our goal is to entertain the world.

Of course, the idea that a robot can have a sexual identity is kind of an absurd one.

Condition Zero' introduces quite a bit of content and gameplay to 'Counter-Strike' including new weapons, characters, mission types and even new technology to enhance to look and feel of the game.

Most single player games put a lone character against an army that is just standing around waiting for the player to show up and defeat them.

In 'Condition Zero,' failure has greater consequences and success offers greater rewards.

Teamwork is a significant part of 'Counter-Strike: Condition Zero' and many of the secondary objectives require you to effectively work with your squad.

We decided we were going to do more 'Brothers In Arms,' and we were also going to create something original that no one else was doing, and that's what led to 'Borderlands.'

I've been stealing from the Alien films throughout my entire career.

We're trending towards the holodeck. Eventually we'll have a system that's indistinguishable from reality.

When you think of what 'Borderlands 3' should be, it should be massive. It should be bigger and better than 'Borderlands 2.' It should carry forward the story.

I've always wanted to ride a sail barge and drive a sand skiff.

We are fortunate that there is a lot of demand on us to deliver our brand of interactive entertainment within the powerful franchises we have at Gearbox Software and the challenge for us is growing to meet this demand.

PAX is not a show about retailers, not a show about journalists. It's about players.

Borderlands' asks you to pick a class, and once you've chosen that character class, you've committed yourself to that game session.

In 'Colonial Marines' you come into the game as a marine, and how you play depends on your equipment and by the choices you're making in real time.

I think I would not be who I am if I did not have experience both as an audience and as a performer in those early days of my career. It taught me what entertainment is all about.

You don't really want to talk about 'Duke' in terms of, how many levels are there, how many guns does it have, how many monsters… It's got everything it needs in terms of that, but it's always been about the experience.

Wired gave 'Duke Nukem Forever' the first Vaporware Award, and then the next year it won No. 1 vaporware again, and then again and again until Wired decided, you know what? 'Duke Nukem' is just going to get the lifetime achievement award for vaporware.

Duke Nukem' helped bridge the gap between games designed for adults and what they wanted in their entertainment as adults who also wanted to have fun. 'Duke Nukem' bridged that gap and helped bring those things together. It's one of the reasons it succeeded at the time.

The first-person shooter genre owes itself to 'Duke Nukem.'

I've got a 6,000 square-foot home in Plano that probably costs as much as a three-bedroom house in Van Nuys.

The sequel to 'Aliens' is not a movie, it's a video game. How cool is that? That's how important our industry has become.

Perhaps 'Borderlands' can be a lesson for all of us - that when making a videogame, we should not be afraid to identify gamers as the audience.

As successful as 'Borderlands' is and as much fun as everyone is having going after all the loot and finding and using all the weapons in the game, I often think that we really missed the mark by only doing 87 bazillion guns.

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.

When people take risks and it's not rewarded, in the case of 'Mirror's Edge,' it's makes it harder for others to be comfortable taking risks.

The hallmarks of the 'Brothers in Arms' series are about authenticity, squad combat, brotherhood between soldiers.

One of the things I wish Sony would do is get behind 'Borderlands,' because I'd love to see a Vita version of the game.

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.'

The mission of Gearbox is to entertain the world and with the record-breaking success of 'Borderlands 3,' we're excited to take one more giant leap down that road.

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.

I think it's safe to say that 'Half-Life' was influenced by every first person action game that preceded it.

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.

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.

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.

The Dreamcast version of 'Half-Life' is great - it looks better than the original PC version and it's the only way console owners can enjoy 'Half-Life: Blue Shift.'

Myself and the team at Gearbox have a very keen interest in cross-platform play.

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.

I did not acquire the franchise merely so people could experience 'Duke Nukem Forever.' That was, sort of, the toll to pay to give 'Duke Nukem' a chance at a future.

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.

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.

I owe my career to 'Duke.'

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, personally, trust Valve. But I'm just saying, honestly, I think a lot of the industry doesn't.

A very important part of game development is testing - something that a lot of developers don't do.

If we look at 'Borderlands,' I can't honestly say that there is anything about how well the game sold that I'm disappointed about.

If I have something that I've finished with, and someone else might find value in it, the idea of passing along for a price is a rational transaction. It exists in many aspects of our lives. But I do have to say that media is a different beast.

As a creative, as an artist, I'm just excited when people want my stuff, and want to experience it.