Valve in the press: Difference between revisions

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* '''Scaling the Cabal for Valve's Half-Life 2''' [http://www.gdmag.com/archive/nov05.htm Digital Magazine Article] GDM2005
* '''Scaling the Cabal for Valve's Half-Life 2''' [http://www.gdmag.com/archive/nov05.htm Digital Magazine Article] GDM2005


*'''Valve's Design Process for Creating Half-Life 2''' [http://www.cmpevents.com/GD06/a.asp?option=C&V=11&SessID=1633] [http://store.cmpgame.com/product.php?id=114 MP3] [https://www.cmpevents.com/sessions/GD/S1633i1.ppt PPT] GDC2006
*'''Valve's Design Process for Creating Half-Life 2''' [http://www.cmpevents.com/GD06/a.asp?option=C&V=11&SessID=1633 Overview] [http://store.cmpgame.com/product.php?id=114 MP3] [https://www.cmpevents.com/sessions/GD/S1633i1.ppt PPT] GDC2006
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== Valve at Game Developers Conference 2006 ==
== Valve at Game Developers Conference 2006 ==
Valve took part in four lectures at the [http://www.gdconf.com/ GDC2006] industry event.
Valve took part in four lectures at the [http://www.gdconf.com/ GDC2006] industry event.


*'''Valve's Design Process for Creating Half-Life 2''' [http://www.cmpevents.com/GD06/a.asp?option=C&V=11&SessID=1633] [https://www.cmpevents.com/sessions/GD/S1633i1.ppt Download]
*'''Valve's Design Process for Creating Half-Life 2''' [http://www.cmpevents.com/GD06/a.asp?option=C&V=11&SessID=1633 Overview] [https://www.cmpevents.com/sessions/GD/S1633i1.ppt Download]
**Brian Jacobson
**Brian Jacobson
**David Speyrer
**David Speyrer

Revision as of 10:55, 6 July 2006

This page lists articles, interviews and features relating to Valve that have appeared in the press. Since this site is a developer resource, please keep this list limited to information that is relevant to developers. It is not the intention of this page to list previews, promotional interviews and other articles that simply promote Valve's games, since this would make this list bloated and of reduced usefulness.

Cabal Process

Cabal.jpg

The Cabal Process is a decentralised game development method practised by Valve. The following external links describe the method, as well as going into detail about some of Valve's game design philosophies and theories.

  • The Cabal: Valve’s Design Process For Creating Half-Life Website (by Ken Birdwell, 1999)
  • Valve's Design Process for Creating Half-Life 2 Overview MP3 PPT GDC2006

Valve at Game Developers Conference 2006

Valve took part in four lectures at the GDC2006 industry event.

  • Valve's Design Process for Creating Half-Life 2 Overview Download
    • Brian Jacobson
    • David Speyrer
  • Physical Gameplay in Half-Life 2 [1]
    • Jay Stelly
  • What's Next in Digital Distribution & Mainstream Games [2]
    • Gabe Newell
    • Greg Zeschuk (Bioware)
    • Ray Muzyka (Bioware)
    • Greg Canessa (Xbox Live!)
    • Lars Brubaker (Reflexive Entertainment)
    • Thomas Arundel (Introversion)
  • The Art of Munging AI [3]
    • Tom Leonard (Valve)
    • Jessica Bayliss (University professor or something)
    • John O'Brien (Red Storm)

There was also a session about Counter-Strike Neo, the arcade version of Counter-Strike developed by Namco. Their player data analysis(enjoyment/behavior model) is insightful even if you are not interested in localization. Gamasutra feature

  • The Localization of Counter Strike in Japan [4] Download
    • Kouichirou Taninami (Project Manager, Namco LTD.)