Valve in the press: Difference between revisions

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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==
 
[[Image:cabal.jpg|thumb]]
 
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''' [http://www.gamasutra.com/view/feature/3408/the_cabal_valves_design_process_.php Website] (by Ken Birdwell, 1999)
 
* '''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 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 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 Overview] [https://www.cmpevents.com/sessions/GD/S1633i1.ppt Download]
**Brian Jacobson
**David Speyrer
*'''Physical Gameplay in Half-Life 2''' [http://www.cmpevents.com/GD06/a.asp?option=C&V=11&SessID=2677 Overview]
**Jay Stelly
*'''What's Next in Digital Distribution & Mainstream Games''' [http://www.cmpevents.com/GD06/a.asp?option=C&V=11&SessID=2518 Overview]
**Gabe Newell
**Greg Zeschuk (Bioware)
**Ray Muzyka (Bioware)
**Greg Canessa (Xbox Live)
**Lars Brubaker (Reflexive Entertainment)
**Thomas Arundel (Introversion)
*'''The Art of Munging AI''' [http://www.cmpevents.com/GD06/a.asp?option=C&V=11&SessID=2308 Overview]
**Tom Leonard (Valve)
**Jessica Bayliss (Ass't Professor, Rochester Institute of Technology)
**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. [http://www.gamasutra.com/features/20060327/waugh_01.shtml Gamasutra feature]
*'''The Localization of Counter-Strike in Japan''' [https://www.cmpevents.com/gd06/a.asp?option=C&V=11&SessID=2711 Overview]  [https://www.cmpevents.com/sessions/GD/S2711i1.ppt Download]
**Kouichirou Taninami (Project Manager, Namco LTD.)
 
== HL2:Ep1 Retrospective ==
 
Marc Laidlaw and David Speyrer discuss a few of the goals and decisions behind [[Half-Life 2: Episode One]], providing some valuable insight into how their design processes and philosophies, with an emphasis on narrative issues.
*[http://www.computerandvideogames.com/article.php?id=147512 '''Looking Back... Half-Life 2: Episode One'''] CVG, Oct 2006
 
==Hardware Day `06==
This is an overview of where Valve technology is going.
* [http://www.driverheaven.net/articles/Valve_EditorsDay1106/ '''Valve Hardware Day: Multi-Core CPUs'''] Nov 2006
[[Category:Modding]][[Category:External Sites]]
[[Category:Valve]]

Revision as of 03:27, 6 May 2023

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