Valve in the press: Difference between revisions
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[http://store.cmpgame.com/product.php?id=114 Valve's Design Process for Creating Half-Life 2] GDC2006 | [http://store.cmpgame.com/product.php?id=114 Valve's Design Process for Creating Half-Life 2] GDC2006 | ||
== '''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] [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] | |||
**Jay Stelly | |||
*'''What's Next in Digital Distribution & Mainstream Games''' [http://www.cmpevents.com/GD06/a.asp?option=C&V=11&SessID=2518] | |||
**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] | |||
**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. [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] [https://www.cmpevents.com/sessions/GD/S2711i1.ppt Download] | |||
**Kouichirou Taninami (Project Manager, Namco LTD.) | |||
[[Category:Modding]] | [[Category:Modding]] |
Revision as of 07:12, 22 May 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
The Cabal Process is a decentralised game development method practised by Valve. The following external links describe the method.
The Cabal: Valve’s Design Process For Creating Half-Life (by Ken Birdwell, 1999)
Scaling the Cabal GDM2005
Valve's Design Process for Creating Half-Life 2 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 [1] Download
- Brian Jacobson
- David Speyrer
- Physical Gameplay in Half-Life 2 [2]
- Jay Stelly
- What's Next in Digital Distribution & Mainstream Games [3]
- Gabe Newell
- Greg Zeschuk (Bioware)
- Ray Muzyka (Bioware)
- Greg Canessa (Xbox Live!)
- Lars Brubaker (Reflexive Entertainment)
- Thomas Arundel (Introversion)
- The Art of Munging AI [4]
- 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