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about the valve team
Members of the
Valve staff come from numerous places around the globe including Florida, Virginia, California, Washington, Idaho, New
York, and the countries of Texas, England, and Australia. They collectively define sunlight
as "that which makes a computer monitor difficult to see" and free time as
"when we get to play games instead of making them."
Gabe
Newell - Founder/Managing Director
Gabe held a number of positions in the Systems, Applications, and Advanced Technology
divisions during his 13 years at Microsoft. His responsibilities included running program
management for the first two releases of Windows, starting the company's multimedia
division, and, most recently, leading the company's efforts on the Information Highway PC.
His most significant contribution to Half-Life was his statement "C'mon,
people, you can't show the player a really big bomb and not let them blow it up."
Mike
Harrington - Founder/Director of Development
Mike's development career began at Dynamix, where he worked on a variety of sports titles
for GameStar/Activision. He spent the last nine years at Microsoft working as a developer
or lead developer on OS/2, Windows NT and Microsoft Bob v1 and as a
development manager on Microsoft Bob v2 and Microsoft News Viewer. Mike was
pleased to learn that resistance is not, in fact, futile.
Ted Backman - Art
Director/Conceptual Artist/Illustrator/Animator
Ted has been a freelance artist and animator in the Seattle area for the last four years.
Ted developed many of the more unusual monsters for Half-Life, including the Head
Crab, Mr. Friendly and Big Momma. He is also a black-belt karate instructor.
Kelly
Bailey - Senior Game Designer, Sound, Music
Kelly did all of the music and sound effects for Half-Life, and wrote sound code to
create character speech and DSP reverb effects. He spent last Summer and Fall working
primarily on Half-Life game design. (Translation: spent 6 months in a big, trashed
corner office, all day & night with Guthrie, Casali & Riller eating bad food,
making bad jokes, working out tons-o-puzzles, and never ever seeing the sun. It was
great.) There is a vicious rumor that at one time he was an engineering manager at "a
large software company in the Pacific Northwest." However, he has long since had the
Borg implants removed, and is feeling just fine now.
Yahn
Bernier - Software Development Engineer
Yahn was an Atlanta patent lawyer with a degree in chemistry from Harvard. So obviously he
ended up in Seattle developing computer games. He taught himself to program at the age of
12 and, more recently, developed what we at Valve have called "that other level
editor," BSP. Now that he's getting paid to make games, he figures he'll
practice law in his spare time (little does he know). Yahn worked on Half-Life's
multiplayer code, and is currently hard at work on Team Fortress 2. His favorite
phrase, when imbibing too freely, is "Yucca will assimilate you."
Ken
Birdwell - Senior Software Development Engineer
Ken has contributed to a wide range of projects in the
last 15 years. These include in-circuit emulators (CodeTap), 3D surface
reconstruction (Surfgen), 3D prosthetics design tools (Shapemaker), and
satellite networking (Microsoft's Broadcast PC). He also wrote one of the first graphical
shells for multiplayer on-line games for Compuserve's Sniper. Oddly enough, Ken has
a BFA from Evergreen State University, where he studied painting, photography, and
animation. Ken designed and implemented the skeletal animation system and many other
engine components for Half-Life.
Steve Bond - Game
Designer/Engineer
Having made the great trek westward from Fort Walton Beach, Florida, Steve is responsible
for much of Half-Life's sophisticated monster and entity behaviors, of which the
squad-level AI is his favorite. Steve worked with John Guthrie on several projects that
demonstrated the power and flexibility of the QuakeC development environment, which caught
John Carmack's attention, who in turn referred him to us. Before that, Steve worked at a
local Internet service provider and delivered pizza, a fact that we rarely let him forget,
even in his corporate bio.
Charlie
Brown - Software Developer
Charlie earned his reputation within the gaming industry while working for 3Dfx
Interactive and later Ritual. A Ft. Walton Beach, Florida native, Charlie graduated from
the University of Florida in the summer of 1994 and then headed for California and 3Dfx.
His responsibilities there included developer support, ports of products to hardware,
sample code and simple demos, and ultimately working with 3Dfx Developer Relations
managing the engineering game porting effort. After a 2-year stint, Charlie left 3Dfx with
college-friend Gary McTaggart to create the Uber(tm) Engine at Ritual Entertainment in
Dallas, Texas. Shortly thereafter, Charlie and Gary left Ritual to start their own
company. Valve subsequently contacted Charlie (and his friend Gary) with an offer
"they couldn't refuse."
Dario
Casali - Level Designer
Joining Valve from England, Dario is a world-famous level designer. His work includes some
of the most popular deathmatch levels on the Internet, as well as Final Doom,
published by id Software.
Mike
Dussault - Software Developer
MikeD comes from Monolith Productions where he was the lead engineer on Lithtech1 and Lithtech2 and worked
on Shogo, NOLF and Blood2. Previous to that, he worked at Zombie on a game called Locus. He came to Valve
because it is a mecca for innovative research and development. So far he's having a great time working on
new technology. In his spare time, he plays guitar and piano, writes code, reads, writes code, hikes, writes code,
attends punk shows, and cooks.
John
Cook - Software Development Engineer
Formerly of Team Fortress software, John is lead programmer on the Team Fortress 2
project. Before that, John studied computer science at RMIT in Australia. John is
apparently still suffering jetlag from the move to Seattle, as he doesn't seem to be able
to make it in to work until past noon.
Lia Corrado
- Administrative Assistant
Dhabih
Eng - Artist (pronounced ZA-bee)
Dhabih, who's been playing games since he was six years old, has a degree in
Interdisciplinary Art from the University of Washington. He started making a name for
himself by doing freelance design work for gaming magazines (Electronic Gaming Monthly,
Official Playstation Magazine, PC Gaming World) while still in school. Dhabih has also
done web design and worked on the Quake2 TC pack "Zaero" from Team Evolve. He
started at Valve by doing freelance work in mid-1998, and signed on full-time in early
February of this year. Dhabih is truly a world citizen, having grown up in six different
countries (Australia, Macau, Canada, China, Taiwan, and the USA). You can find out more
about Dhabih and check out some of his work by visiting his website, www.sijun.com
Chris
Grinstead - Operations and Facilities Manager
Chris is another veteran of the Microsoft machine with nearly 8 years under his belt at
the software behemoth. He joins us as our "Jack-of-all-trades" person and is
responsible for managing the equipment and infrastructure that keeps the Valve team
working. This includes the maintaining the LAN, Internet connectivity, and phone system.
He also handles equipment procurement, setup, and delivery, plus office moves, space planning
parts ordering, etc. We let him out for exercise 15 minutes per day and feed him regularly.
John
Guthrie - Game and Level Designer
Along with Steve Bond, John started the influential and popular Internet gaming site,
Quake Command. John was also the co-creator of Quake Airplane and Quake Kart
and constructed many of the chambers and corridors in the Black Mesa Research Center.
Monica
Harrington - Director of Business Development
Monica has been in the software business for fourteen years, eleven of them at Microsoft,
where she was most recently a senior marketing manager in the Interactive Media Group. At
the time Mike and Gabe decided to start Valve, Monica had just taken a job as the group
marketing manager for Microsoft's consumer software businesses, including games. She
decided to change jobs so she could continue to pump Mike for inside information on head
crabs, houndeyes, and alien slaves. Monica's maiden name is Harrington. She claims Mike
changed his name.
Erik
Johnson - Shipping Manager
Erik began his career as a shoe salesman and later moved up to selling used cars. Deciding
that the car business wasnt for him either, he took a job with Sierra Online in the
QA department. As one of Sierras testers for Half-Life, Erik spent a lot of time
over at the Valve offices, and was eventually offered a job with Valve as shipping
manager. Eriks responsibilities include localization, testing, managing the build
process, creating demos, and shipping products.
Chuck
Jones - Illustrator/3D Artist
Chuck joins Valve from Apogee/3D Realms where he was an artist and animator for Duke
Nukem 3D, Rise of the Triad, Shadow Warrior and, most recently, the Duke
Nukem Plutonium Pack. Formerly a tattoo artist, Chuck tagged Jerry Cantrell of rock
group Alice In Chains long before he created the space aliens who invaded Los Angeles.
Marc
Laidlaw - Writer/Game Designer
Marc Laidlaw is the author of half a dozen strange novels, including Dad's Nuke and
The 37th Mandala. He is also the person most responsible for making sure the edgy
and intense Half-Life storyline worked in the game. While writing a cover-story
about Quake for Wired Magazine, he determined that level designers had the
coolest jobs on earth--although the fact that he'd been working as a legal secretary for
10 years might have warped his perceptions very slightly. Oddly, he refuses to do anyone
else's typing.
Randy
Lundeen - Level Designer/Graphic Designer
Randy comes to Valve by way of Microsoft, where he worked as an interface designer for the
Internet Gaming Zone. Randy designs some of the most unusual and original levels in the
company; he also is the most likely person to be pushing the polygon and memory limits of
our engine. In his distant past, he was a key staff member at a potato processing plant
(his responsibilities including peeling and potato quality oversite).
Gary
McTaggart - Software Developer
Gary left the University of Florida in 1995 to pursue a career in programming at 3Dfx
Interactive as employee number 11. While there, he created demos that were used to show
the potential of Voodoo Graphics hardware. The most notable of these demos are the Valley
of Ra and Wizard's Tower. Additionally Gary worked as developer support for other game
companies wanting to get the most out of 3dfx's hardware. Gary left 3Dfx with Charlie
Brown for a short stint at Ritual Entertainment. After working at Ritual, Gary and Charlie
decided to start a new company and do contract work for Electronic Arts. Later, Gary
decided that Valve would be the ideal place for him to be able to work on great games and
technology without having to worry about the day-to-day operations of a business.
Art
Min - Project Manager/Game Designer
Art started his game career at Looking Glass Technologies programming on projects such as
System Shock and Terra Nova. He wanted to leave MIT to help finish System Shock but his
project manager wouldn't let him quit college one month before graduation (the game
eventually shipped four months after graduation). After he'd had enough of the East Coast,
Art returned to his homeland of California. There he co-founded the Internet Game/Technology
company, Multitude, where he designed and managed the voice-enabled team game, FireTeam. Art
doesn't mind the rain and grey skies of the Northwest, he spends all his time in an ice
rink chasing a hockey puck.
Dave
Riller - Game Designer
Prior to joining Valve, Dave was an active developer in the on-line Quake
community, and worked with id Software on the deployment of Quake World. For his
day job, Dave was a program designer/analyst at MSI, a Windows software developer located
on the East Coast. He also ran their website. Dave has been a beta tester for Doom 2,
Hexen, Quake, and Warcraft II. In his virtually non-existent spare
time, Dave is a pilot and musician.
David
Sawyer - Level Designer
A world traveller as a result of his father's job in the Foreign Service, David comes to
Valve from a recent stay in the Washington D.C. area. David became a full employee after
proving himself through contract mapmaking work on Team Fortress Classic, and is now
pouring himself into Team Fortress 2. Despite a calm exterior, David has become one of
Valve's most fearsome and ruthless snipers in Team Fortress Classic, and delights in the
cries of "damn you, Ramirez!" that can be heard from nearby offices. He enjoys
tormenting Chuck in particular.
David
Speyrer - Software Developer
David has a BSEE from Louisiana and six years of experience in network and serial
communications software development and project management. PC games have been David's
passion since he started programming at the age of 11. David was living and working in
Boulder, Colorado, when he played through "Half-Life: Day One." Soon he was
packing his belongings and putting his house up for sale. David now says that Valve was
about the only thing capable of compelling him to leave Boulder's rock climbing and 300
days of sun per year. An eternal optimist, David is convinced that the sun will come out
"any day now" so that he can go climbing.
Jay
Stelly - Senior Software Development Engineer
Jay joined Valve from Tetragon where he was lead engineer and 3D engine developer of
Virgin's Nanotek Warrior. Before that, he developed titles for Sony Playstation
& 3DO. Way before that, he wrote his first computer game (at age 9) and had a game
published in a magazine (at age 15). A native of Cajun Country, Jay finds Northwest
buildings too hot (what, no air conditioning?) and the food not hot enough.
Harry
Teasley - Game Designer/Level Designer/Artist
Harry came to Valve from Shiny Entertainment, where he was working on the upcoming game Wild
9's. Prior to Shiny, Harry was at Williams Entertainment where he was lead artist and
designer for PlayStation Doom, and was lead designer for Doom64. Before
Williams, Harry worked with Sid Meier at Microprose on Civilization as well as Pirates
Gold, among other projects.
Steve
Theodore - Game Designer/Animator
Steve Theodore comes to Valve from FASA Interactive in Chicago, where he made BattleMechs
(tm) for FASA Interactive's MechCommander and the ill-fated MechWarrior III.
He's probably the only animator you'll ever meet with a degree in Roman History and a
reading knowledge of ancient Greek. Despite his professorial manner, Steve was a member of
Chicago's famous art-rock trio, "The Chimps" and was feared and hated by his
former landlady.
Bill Van
Buren - Producer/Designer
Like a guest at the dinner party in Bunuels The Exterminating Angel,
Bill signed on for a short stint to help ship Half-Life and found himself unable to leave.
Bills pre-Valve experience includes positions at Starwave and Microsoft where he was
responsible for art and design direction, production management, and creating art,
animation and the odd bit of music
Robin
Walker - Game Designer/Development Engineer
Robin co-wrote the hugely popular Quake mod Team Fortress with John Cook and
Ian Caughley, before being assimilated when Valve acquired Team Fortress Software. He's
now hard at work on the Team Fortress 2 design and game code, and has no time to
answer email, so please don't send him any. Easily identified by the large inflatable
kangaroo mounted on his monitor, Robin has no idea how to relax now that his hobby has
become his job.
Sarah
Walker - Community Liason/Office Manager
Sarah comes to Valve via the biotech industry where she spent countless days in the lab manipulating scientific
gibberish into something people could understand. After daydreaming about headcrabs consuming her coworkers,
she knew it was time for a change that would bring her closer to the source. She spends her time reading anything
and everything she can get her hands on, playing games, pondering mancala stragegy, and discussing poetry with
her Hermit crabs Leto and Piter. And if Chuck comes at her with that dang crowbar *one more time*, he's going
to have a little visit from her nerf sniper rifle.
Douglas
R. Wood - Animator/Modeler/2D Artist
Doug joined Valve from Apogee/3DRealms where he worked on projects such as Duke Nukem3d,
Shadow Warrior, Prey (before everyone left) and the Plutonium/Atomic
Edition for Duke. Before 3DRealms, he worked for Origin down in Austin. As far
as we know, Doug is the only member of Valve who has ever been a Guardian Angel in New
York City. Doug is responsible for many of Half-Life's scripted sequences,
including tentacles that pull unsuspecting scientists through the ceiling.
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