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Gabe Newell: Reflections of a Video Game Maker

  • Skjalg
  • February 1, 2013 at 8:59 AM
  • FMPONE
    • February 13, 2013 at 9:51 PM
    • #41

    The fact that it came in a big wave suggests at least to me, that there is more to this story, either that Valve was doing a new year's cleaning, or that some project has gone under, who knows

  • -HP-
    • February 13, 2013 at 10:35 PM
    • #42

    http://www.pcgamer.com/2013/02/13/val…ardware-mobile/

  • selmitto
    • February 13, 2013 at 10:49 PM
    • #43

    Fuck I was about to post something similar:

    http://www.gamasutra.com/view/news/1865…hp#.URwU6qVwqSo

    There are a lot of great artists and animators on the updated list of "who got fired".

    But bear in mind that the list regards only people who were previously on the "employee list" and are not there anymore. Some people were never listed, and some people are still not shown there (hence our Magnar Jenssen).

    I believe people can freely add or remove their names there. Right?

    I just wholeheartedly hope that there is nothing going wrong at Valve.

    Otherwise I would need to find another dream place to be part of in the future.

  • blackdog
    • February 14, 2013 at 12:09 AM
    • #44

    Doesn't seem to be much space for Android in Valve's plans right now maybe the relationship with Canonical is growing so fast they'll support the Ubuntu (Phone)?

    As of hardware seems strange, they are (were?) working on VR, they let us understand they are working on input devices... and i think Gabe was referring to that in his talk, when he explained why game streaming will not become mass market.

    Sticking to the topic, I am a bit disappointed about the talks (really enjoyed

    External Content www.youtube.com
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    btw), from your previous posts I gather in his individual speech Gabe summed up what he said in the hour-long talk, he basically lays out how Valve sees the market coming about in the next couple of years (Steambox, S.A.A.S.). This ties in the bit someone pointed out regarding productivity software and games: what could have seem an argument about "gamification", I read it as "SAAS + community contribution"; not clear at all how they think it could work, but it seems related to content creation – an invite to make the Photoshops and Mayas free (with revenue share about what you produce with it? Like the next evolution for the deal they had for XSI).From the joint talk with JJ seems to me they have clear plans for an IP produced by JJ (tie-in with a TV-show like Defiance?) while movies about Valve's IPs is just smoke. (And personally I dunno what I could expect from an HL tie-in, even less from Portal – frankly i'd hate to see Gordon acquire the gift of voice.)

  • Taylor Swift
    • February 14, 2013 at 12:53 AM
    • #45

    gabe newel deserves all my respect, he made the best game ever half life!

  • FMPONE
    • February 14, 2013 at 12:55 AM
    • #46

    seems like a large number of very very very valuable, talented people just got laid off. what the heck (i realize that this would be the case if valve fired anyone, though)

  • -HP-
    • February 14, 2013 at 1:21 AM
    • #47

    "We don't usually talk about personnel matters for a number of reasons. There seems to be an unusual amount of speculation about some recent changes here, so I thought I'd take the unusual step of addressing them. No, we aren't canceling any projects. No, we aren't changing any priorities or projects we've been discussing. No, this isn't about Steam or Linux or hardware or [insert game name here]. We're not going to discuss why anyone in particular is or isn't working here."http://www.engadget.com/2013/02/13/val…offs-statement/

  • mjens
    • February 14, 2013 at 10:30 AM
    • #48

    Yeah, what's all about that layoffs? I've heard that about 30 guys (some of them did important things in Valve since early years) were laid off...

  • Skjalg
    • February 14, 2013 at 1:53 PM
    • #49

    I remember being a little surprised by one of gabes answers regarding the company's flat structure. He said something a long the lines of "we have to be aggressive about firing people". Which I think is an answer he came up with right then and there because they were probably in the middle of organizing a huge layoff from the company. My bet is that the people who got laid off are people that did not do so well in a flat structure (where you mostly have to organize yourself). Either that or their expertise just weren't needed anymore.

  • selmitto
    • February 15, 2013 at 1:36 AM
    • #50
    Quote from Skjalg

    My bet is that the people who got laid off are people that did not do so well in a flat structure (where you mostly have to organize yourself).

    I don't think so, because people like Tom Leonard and Realm Lovejoy were working at VALVe for a long time already.

    Here's a quote from Gamasutra of the ones who were possibly laid off:

    Quote

    Jason Holtman

    As Valve's Director of Business Development, Jason focuses on Steam distribution, Steamworks integration, and game development on the Source engine. Prior to joining Valve, Jason practiced law, specializing on intellectual property and technology issues. Having travelled all over world to meet with current and potential partners, Jason can tell you the best place to park at SeaTac Airport and exactly where you should buy coffee in more than 15 major airports. He has also perfected the art of the "airport gift."

    Keith Huggins

    Keith came to Valve from the world of feature film special effects. Two and half years at Weta, five and a half years at Digital Domain in Los Angeles, and a brief stint at Industrial Light and Magic. His handiwork can be seen in King Kong, the last two installments of The Lord of the Rings trilogy, Star Wars: Episode III, How the Grinch Stole Christmas, The Fifth Element, and several commercials and music videos. Keith is the only person in the world who has animated dialogue for both Gollum and Yoda. When he’s not working on projects at Valve, he can often be found in a casino, making a moderate effort to remain fit, or spending time with his wife.

    Tom Leonard

    Before joining Valve, Tom was the CTO of Buzzpad, Inc. Before that, he spent five years at Looking Glass Studios where, as Lead Programmer, he wrote the AI and core architecture for Thief: The Dark Project. Tom also spent seven years working on C++ development tools at Zortech and Symantec. He's been at Valve since 2002, working on design and technology for Half-Life 2, Episodes One and Two, and Left 4 Dead.

    Realm Lovejoy

    Realm’s father is a Japanese ex-monk. Her mom is an English teacher from Rhode Island. Realm grew up in snowy Nagano, Japan, and later moved to Washington State. She attended DigiPen Institute of Technology, got an AAA in 3D Computer Animation, and was part of the DigiPen team that made Narbacular Drop for its senior project. She interned at Nintendo Software Technology before joining Valve’s Portal team. Now she works on videogames full-time and spends her free time writing and illustrating.

    Marc Nagel

    At age 19, Marc was a Game Counselor at Nintendo of America. After years of helping people play games, he decided he wanted to help create some. He wound up at Sierra Entertainment - as a test lead for six years. The highlight, of course, was working on Half-Life - and also on Opposing Forces, Counter-Strike, Blue Shift, and many patches. When Sierra shut down, Marc headed to Microsoft. Then Valve snagged him. Now he’s back in the land of the living making sure that the zombie you kill blows up real good.

    Bay Raitt

    Before joining Valve, Bay led the creation of Gollum's facial system for The Lord of the Rings trilogy. He has worked as a concept artist and sculptor at the Weta workshop and helped setup the creature pipeline at Weta Digital in New Zealand. Prior to moving Down Under, Bay was the product manager for the 3D modeling and animation tools Mirai and Nendo. Bay started his career working for Olyoptics as a colorist on early issues of Spawn, The Pitt and The Maxx for Image Comics.

    Elan Ruskin

    Elan has worked in the game industry since 2003. Since joining Valve in 2006, he’s been an invaluable engine programmer, gameplay developer, and generalist curmudgeon. Elan is a graduate of the University of Pennsylvania and Carnegie Mellon University.

    Matthew Russell

    Before coming to Valve, Matthew spent seven years as an animator with DNA Productions in Dallas, Texas. His first DNA assignment was the Emmy-nominated Olive the Other Reindeer. He went on to be a character and supervising animator for the Oscar-nominated feature Jimmy Neutron, Boy Genius; a supervising animator on The Adventures of Jimmy Neutron, Boy Genius; and Lead Animator for The Ant Bully (from DNA and Warner Bros.). Since joining Valve, Matthew has worked on Alien Swarm, Team Fortress 2, and Portal 2. He is an instructor for AnimationMentor. He also likes balloons, pony rides, and fruity drinks, the ones with the little umbrellas on top.

    Display More
  • Skjalg
    • February 18, 2013 at 8:38 AM
    • #51

    There's bound to be different reasons as to why these guys were left off, but I still think it has to do something with not fitting in (anymore?). It could very well be that the old dogs were being fed up with the new recruits having just as much power as themselves.

    An example from my old job at Kongsberg, the programmers who had been there the longest were looked down upon a lot by the new generation because how they did things were considered ancient. Some of them were referred to as "dinosaurs" and they were mostly given the tasks no one else wanted (because they are less likely to quit, since they are so damn old, and they would spend weeks doing the simplest tasks and always complaining about the new software we used and that everything was so much better when you had to punch code into cards etc)...

  • Buddy
    • February 18, 2013 at 10:15 AM
    • #52

    Retirement in games industry at age of 40?

  • blackdog
    • February 18, 2013 at 1:59 PM
    • #53
    Quote from Skjalg

    CUT

    Sorry for crossposting, but speaking about older developers,

  • syver
    • February 18, 2013 at 2:48 PM
    • #54
    Quote from Al Anselmo

    Realm Lovejoy

    that is the best name ever. maybe if my parents dropped acid I'd have a name like that too...

  • selmitto
    • February 18, 2013 at 8:35 PM
    • #55
    Quote from csyver

    that is the best name ever. maybe if my parents dropped acid I'd have a name like that too...

    She's also very beautiful and amazingly skilled

    I wonder what new projects those guys will have/ where they will work at/ if someone will open a new studio etc. Having worked at VALVe for so long must have given a lot of useful info to create a new team and start over.

  • Rick_D
    • February 19, 2013 at 12:11 PM
    • #56
    Quote from Al Anselmo

    that is the best name ever. maybe if my parents dropped acid I'd have a name like that too...

    She's also very beautiful

    [Blocked Image: http://4.bp.blogspot.com/_3RjKj6hnBO8/TUdva20zxpI/AAAAAAAAAcM/czUScpciNOU/s1600/Relevant.jpg]

  • selmitto
    • February 19, 2013 at 5:32 PM
    • #57

    Rick doesn't like women

    Well, of course, for game development that's not relevant. But it's good to know that such human exists...

  • Dejavo
    • February 25, 2013 at 10:32 PM
    • #58

    Valve economist Yaris Varoufakis interviewed on economics podcast econtalk.

    http://www.econtalk.org/archives/2013/…fakis_on_v.html

  • blackdog
    • March 6, 2013 at 4:38 PM
    • #59

    http://http//www.rockpaper…e-here-by-june/

    First Steamboxes Might Be Here By Junehttp://http//www.rockpaper…e-here-by-june/Well, from the quote i understand that testers will have their hands on the boxes by june. So what, Steamboxes coming out commercially in oct/nov in time for the "next-gen" galore? Are PS4 Steamboxes?

    Also


    Valve boss Gabe Newell awarded Bafta fellowshipValve boss Gabe Newell is being made a fellow of the British Academy of Film and Television Arts for his outstanding contribution to video games.

  • 2d-chris
    • March 6, 2013 at 5:58 PM
    • #60

    Often, you notice the old timers in a company actually getting very jaded and slack more and more, this is not just a game industry thing but a general issue in long employment at a company Sometimes you just need to do "house cleaning", I'm not suggesting this is the case here as we have no info, but it could be a part of it.

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