As I sit here attempting to sum up the events of the previous week over in sunny San Francisco, it's only the smell of the venti latte I've just scurried across to Starbucks to purchase that's preventing my head from slamming against the keyboard.
For the Brits that made the trek across the Atlantic nine or 10 days ago, Starbucks and San Francisco's other assorted coffee establishments became a regular haunt.
The jetlag that greets you on the way out, however, is a mere preview of the one that awaits for your return trip.
Is it all worth it? Undoubtedly. Much like Gamescom, GDC is one of the most important events on the mobile calendar, spread across a week of talks, meetings, interviews and just as important as all of the above parties.
Unlike any other event, there's an undouted sense of glitz and glamour that surrounds GDC. It's like a wave that crashes across the Bay Area and soaks everything it touches in glossy gaming goodness.
From national news media coverage to passers by in the street asking what "that funny tag around your neck is" (one old couple asking me if the event was for "games people", tapping out their hands across an invisible keyboard) GDC manages to dominate a city that more typically dominates all who visit.
GDC is also one of the few conferences out there with a decent logo and rather swish branding. Kudos to Simon Carlass and co. for that.
The one problem is has, however, is it's size.
Whether you were sat at home watching the news stories from the show floor streaming in or you were there in person, wandering around the expo in a daze, chances are there's a hell of a lot of 'stuff' (that's the technical term for conference happenings) that you missed.
There's a stack load of stuff I missed, too. So, here's what I took away from GDC 2014. Feel free to pester me with what you learned in the comments section below:
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