The Valve team
Members of the Valve staff come from numerous places around the globe,
including Florida, Virginia, California, Washington, 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 make them."
Mike Ambinder - UX Design
Mike has a B.A. in Computer Science and Psychology from Yale and a PhD
in Psychology from the University of Illinois. His job description is
vague, but he thinks it probably has something to do with applying both
psychological knowledge and methodologies to game design. Essentially
this means he gets to play with data, perform research, and act as an
in-house consultant of sorts. He is really happy that you took the time
read his paragraph.
Ted Backman - Conceptual
Artist / Illustrator / Animator
Prior to joining Valve in the summer of 1996, Ted studied painting at the
University of Washington. During his time at Valve, Ted has been responsible
for designing and building many of the people, places and things that inhabit
Black Mesa, City 17, and the outlying environments. A Seattle native, Ted finds
drizzle comforting and insists Paynes grey is his favorite color.
Kelly Bailey - Sound / Music
Kelly is Valve's senior audio producer, responsible for creating sound effects
& music.
Jeff Ballinger - Artist
Jeff's projects include Half-Life 2, Lost-Coast, Day of
Defeat and Team Fortress 2. He is responsible for concepts,
world textures, prototyping levels, architectural studies and model making. In
addition to working on world environments you can find him sketching, modeling,
and learning new art techniques.
Aaron Barber - Level Designer /
3D artist
While studying engineering at UCLA, Aaron got his first experience building 3d
environments while constructing VRML websites for the University. During this
time he was also actively involved in designing levels for Quake and Duke
Nukem 3D with several internet mod groups. His level design eventually
got him a position at Xatrix Entertainment working on titles such as Redneck
Rampage, Quake 2, and Kingpin. After completing Kingpin,
he took a senior design position at EA working on James Bond before
coming to Valve. Outside the world of game and level design, Aaron also enjoys
playing music locally around Seattle.
www.nineteen5.com.
Jeep Barnett - Software Developer
Jeep quit his janitorial job at Fred Meyer to turn his programming hobby into a
career. Jeep's love of video games (and fear of returning to a life of toilet
scrubbing) drove him to earn a B.S. Degree from the DigiPen Institute of
Technology. His Senior game project, Narbacular Drop, led to the team behind it
joining Valve to create Portal.
Dan Berger - Software
Developer
Prior to joining Valve, Dan shipped a bunch of products and consumer services
and managed development teams - none of which was nearly as cool as what he's
doing now. Despite his complete lack of game-industry qualifications - unless
20-odd years of pen-and-paper role-playing count - he made his save vs.
interview and got invited to join the party. Dan works on Steam, happy to be
back in a role where he's only responsible for his own mistakes.
Yahn Bernier - Software
Developer
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 - Software Developer
Ken interrupted his fine art studies to join Gabe at Valve as one of their
first employees. With a background mostly in simulation and medical software,
Ken's primary focus at Valve has been Animation software, and is responsible
for most of the acting systems that underlie the characters in Half-Life 2. Ken
is the only Valve employee to actually grow up here in Bellevue, and spends
countless hours regaling his office mates with tales of what the town was like
"when I was a boy".
Mike Blaszczak - Software Developer
Before coming to Valve, Mike spent 15 years at Microsoft working on products
like Visual C++ and SQL Server. He has written several books, dozens of
magazine articles, has applied for three patents, and presented at conferences
for audiences of 15 to 1500 people. An avid motorsports enthusiast, Mike enjoys
participating in automobile racing, floating around on his boat, and working on
his house. In his spare time, Mike dabbles with distributed computing, studies
large-scale databases, works on Steam, and poses for the covers of department
store catalogs.
Steve Bond - Software Developer
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.
Antoine Bourdon - French-speaking Community Support
Antoine comes from the heart of the Champagne region in France, where he majored in
law and yet focused on his minor: computer science. After working as a contrator for
a major Redmond-based software company supporting LiveMeeting, he started at Valve
supporting the French community, localizing and leading the French Café program.
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.
Greg Cherlin - Level Designer
Greg got his first taste of design making levels for the Descent
community in 1997. He enjoys pesto, Richard Dawkins, blue cheese, and
pwning newbs.
Jess Cliffe - Level Designer
/ Artist
Cliffe co-created the original Counter-Strike with Minh Le. Since
joining Valve, he has worked on Counter-Strike: Source, Day of Defeat:
Source, Half-Life 2: Deathmatch, Team Fortress 2, and Half-Life
2: Episode Two levels. In his spare time, Cliffe enjoys
photographing concrete walls, rust stains, and his two cats.
Phil Co - Level Designer
Phil Co graduated from the University of Virginia School of Architecture in
1994 and moved to the San Francisco Bay Area hoping to be a rock star. Since
his first ambition wasn't very successful, Phil turned to the next best job. He
found himself as a level designer at Cyclone Studios working on Requiem:
Avenging Angel. Over the last ten years, he has also designed levels at
Infinite Machine, Knowwonder, and Blizzard North.
John Cook - Software
Developer
Formerly of Team Fortress software, John manages online platform development
for Team Fortress 2 and other projects. 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.
Greg Coomer - Product Design
/ Communications
Prior to joining Valve, Greg helped Microsoft design various software products.
Before that, he worked with Nintendo, started and ran a user interface design
company, and spent several years as a freelance product designer. Greg helped
to name the company "Valve", and then led the first game project that Valve
ever cancelled. His secret dream is to create a game called 'Akzidenz-Grotesk'.
You know, for kids.
Scott Dalton - Level Designer
Scott began playing and making games at an early age on an Atari 800.
After working his way through a variety of machines, he eventually
realized it'd be a lot easier to maintain that habit if he was getting
paid to do it. He came to Valve after many years creating various games
with Legend Entertainment. Aside from level design and game mechanics,
he delights in creating particle effects and programming the system
that makes them go. When not making worlds come to life, he's usually
making them explode, collapse, and burn.
Ariel Diaz - Character Modeler / 3D Artist
Originally from San Juan, Puerto Rico, Ariel came to Valve after finishing
studies at the Savannah College of Art and Design. As part of the character
design team, he is responsible for creating character models, facial
expressions and skeleton deformations. Outside of Valve, he pursues training on
traditional art skills such as drawing, painting and sculpting.
Quintin Doroquez -
Graphic Designer
"Q!" brings over 10 years of multi-disciplinary graphic design experience to
Valve. He has had a creative role in launching print, online, and new media
endeavors as a senior art director for Incite PC Gaming magazine, art
director for PC Accelerator, and associate art director for PC Gamer.
At Valve, you can find Q!'s schedule filled with marketing, packaging, web
design, game trailers, .dem file creation, and other visual communications
tasks. In his spare time, Q! likes to reminisce about how he was training to be
a competitive bodybuilder 14 years ago. Get over it, already!
Mike Dunkle - Source
Licensing
Mike joined Valve in 2000 after spending 10 years in senior marketing
and business development positions in the semiconductor test and
embedded software markets. At Valve, Mike is responsible for Source
Engine licensing, Asian distribution, tournament licensing, and general
business development. During his spare time Mike likes to play soccer
and coaches for a local premier club. Mike’s dream came true when he
was able to marry his ideal women, someone who also thinks a soccer
game and Guinness make for a great afternoon.
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 1999. 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, http://www.sijun.com/.
Katie Engel – Office Manager
Katie immigrated to Valve from the real estate industry. She has a Bachelor's
degree in Interdisciplinary Studies from the University of Washington, which
makes her uniquely qualified to handle the Interdisciplinary Personnel here at
Valve. In addition to managing the office, Katie also assists with most every
aspect of administration – and plans damn fine parties.
Chet Faliszek - Writer
We are all still trying to figure out exactly what it is that Chet does at
Valve, but at the very least he occupies office space on the 11th floor as
self-proclaimed Mr. Awesome.
Adrian Finol - Software Developer
Prior to joining Valve, Adrian contributed to several popular Half-Life MODs
and was a founding member of the Front Line Force Team. He landed in Venezuela
from Krypton, and began programming at an early age. After years of fighting
Lex Luthor, he came to America in search of the perfect donut. He finally
achieved what some call "Donut Nirvana," and has successfully acquired the
physique of a veteran games programmer.
Moby Francke - Artist
Moby is a character designer for Half Life 2 and the art lead on Team
Fortress 2. He brings to Valve academic fine art training with an
emphasis in illustration. After graduating from the Academy of Art San
Francisco, he worked at Lucas Arts as a conceptual designer, and taught figure
painting at the Academy of Art SF. Hes won several prestigious awards,
including 2 New York Society of Illustrators Competition Awards. He is
originally from the small Caribbean island of St. Thomas, and enjoys the simple
things of life.
Kathy Gehrig - Human Resources/Recruiting
Kathy Gehrig was born in Missouri, raised in Kansas, and received a BA in Music
from Iowa's Grinnell College. Prior to joining Valve, she performed a 10-year
tenure in the IT group at Preston, Gates, and Ellis (now K&L Gates). When she's not busy
raising chickens (you can take the girl out of the country, but. . ), playing
out with her band, Fall City, or acting professionally, Kathy leads Valve's
human resource and recruiting efforts. Please
email her if you're interested in joining Valve.
Vitaliy A. Genkin - Software
Developer
Having been raised in the vast expanses of the Soviet Union, having lived in
Russia, Lithuania and Ukraine, having received a couple of Master's degrees
with honors and a lieutenant rank, having architected and implemented software
that processed petabytes of binary data by now, having solved thousands of
differential equations systems and having played numerous hours of
Counter-Strike, Vitaliy went to sunny Santa Monica to help Sony lay the
foundation for its PlayStation-3. Afterwards, Valve, amidst miraculous
mountains and forests of the State of Washington, became Vitaliy's new home
where nowadays he is architechting more code to handle more terabytes of
next-gen stuff every day.
Chris Green - Software Developer
Prior to joining Valve, Chris Green worked on such projects as the Amiga Flight
Simulator II, Ultima Underworld, the Amiga OS, and Magic:The Gathering Online.
He ran his own development studio, Leaping Lizard Software, for 9 years. He's
enjoying his new position at Valve working on various pieces of graphics and
game technology.
John Guthrie - 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.
Jason Holtman - Director of Business Development / Legal Affairs
Jason is Valve's director of business development and works with outside
entities pursuing Steam distribution and/or game development atop Source. When
he's not playing games, he's playing rhythm guitar with a rock-n-roll outfit
called Fall City. Prior to joining Valve, Jason spent a number of years
practicing law but got tired of bad lawyer jokes. Plus, after playing
Half-Life, he figured joining Valve was the only way to crowbar others with
impunity.
Gray Horsfield - Visual Effects Artist
Gray Horsfield started writing in BASIC at age 10 on arguably the first home
computer, the Texas Instruments TI99/4a. Gray has since made a decided effort
to spend as little time coding as possible, and instead use the tools that
better developers turn out. Starting with 3D computer graphics in 1988 for a
commercial house in Australia, Gray then moved on to spend 4 years in south
east Asia, taking on freelance computer graphics work all over the region. in
1994 Gray joined up with Peter Jackson's new company, Weta, as the 4th
employee, and worked on a dozen films in as many years, including The
Frighteners, Heavenly Creatures, Contact, Lord of
the Rings 1, 2, and 3, Valiant and King Kong.
Vindication of his addiction still remains a primary cause for leaving the film
industry and joining the ranks at Valve. Hobbies include: blowing stuff up, and
blowing other stuff up.
Keith Huggins - Animator
Keith joined Valve from the feature film effects world, having most recently
worked on King Kong. He spent two and half years at Weta contributing
towards Kong and the last two films of the Lord of the Rings trilogy,
with a brief stint at ILM in between projects. Prior to that, he spent five and
a half years at Digital Domain in LA. Other films he worked on include: Star
Wars: Episode III, How the Grinch Stole Christmas and The
Fifth Element, as well as several commercials and music videos. Keith
has the unique distinction of being the only person in the world to have
animated dialogue for both Gollum and Yoda. When not working on projects at
Valve, he can often be found in a casino, wondering aloud about what's with
kids these days, putting in a moderate effort to remain fit, or spending time
with his wife.
Brandon Idol - Level Designer/Artist
As a child in Appalachia North Carolina, Brandon often receded to the cool embrace
of his family’s basement for video gaming, guitar playing, and dreaming of getting
paid to do either. In 1996 he began his career after graduating with a degree in
computer animation, and has since helped establish the visual style of various games
including Final Fantasy IX, Warcraft III, and World of Warcraft. Brandon now spends
most of his time at Valve creating backgrounds, pointing spotlights at extreme angles,
and being slightly irresponsible with color. He still plays guitar.
Brian Jacobson - Software
Developer
As a child, Brian first learned programming in order to crack all the computer
games he couldn't afford. After being wracked with years of guilt, he decided
to join the games industry to make up for his reprehensible childhood. At
LookingGlass, he worked on Flight Unlimited, and then went on to
co-found GameFX, and was a lead engineer on Sinistar Unleashed. After
a brief stint out of the games industry, he came back to his senses and joined
Valve, where he is currently hard at work on Team Fortress 2.
Erik
Johnson - Project Manager
Erik began his career as a shoe salesman and later moved up to selling used
cars. Deciding that the car business wasn't for him either, he took a job with
Sierra Online in the QA department. As one of Sierra's 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. Erik's responsibilities include
localization, testing, managing the build process, creating demos, and shipping
products.
Jakob Jungels - 3D Artist / Animator
Jakob attended school in Indiana while working as the lead 3d Artist, animator
and designer for Day of Defeat. In his spare time (ha!), he also had
contributed work to America's Army. Eventually moving to the Northwest to work
at Valve, Jakob now continues work on DoD as well as other Valve-related
projects. Between long work weeks, Jakob tears it up at the local motocross
track on his Honda CRF250R dirtbike.
Iikka Keranen - Level Designer
Having escaped (or been let loose?) from a secret bio-research lab in arctic
Siberia, Iikka started to design and program games at an early age. However, it
wasn't until he began to create levels and mods for games like Doom and Quake
that he became known to the world. He left the pack of wolves that had raised
him and joined the game industry in 1998 at ION Storm in Dallas, TX. After a
few years and many adventures he found himself at Valve in 2001 and hasn't had
the urge to bite people ever since.
Dave Kircher - Software Developer
Dave came to Valve as part of the team working on Portal shortly after
his graduation from the DigiPen Institute of Technology in 2005. His primary
areas of work so far have been Portal physics, Portal graphical effects, and
helping with Xbox 360 porting of the source engine. Even though Dave takes
pride in his work when it's flawless, he gets his affirmation that he's really
in the games industry from the occasional 'breaks every game using the source
engine' bug.
Eric Kirchmer - Illustrator
/ 3D Artist
Eric came to Valve after graduation from the Art Institute of Seattle in 2001.
Originally from San Diego, Eric was a freelance illustrator who left the sun to
work on more of a healthy monitor complexion. As part of the HL2 team,
Eric is responsible for the game's visual density, by modeling everything from
cars to broken concrete and debris. In the other few hours of Eric's life he
can be found sculpting, raising bansai and working in his sketchbook.
Alden Kroll - Designer
Alden has a habit of ending up in the middle of everything. If he isn't getting
in the way of Steam game releases, then he is probably working on UI design for
Valve's games or the Steam store. Alden came to Valve after working on design
and production for the Xbox 360 Dashboard. Prior to that, he spent his days
studying design at the University of Washington and working on various
freelance design projects. Outside of work, Alden can usually be found chasing
his competitive ambitions in cycling and swimming. Alden commutes to work by
swimming across Lake Washington every day. And on most weekends, he relaxes by
riding his bike to Portland. Twice.
Marc Laidlaw - Writer
Marc Laidlaw joined Valve in 1997, bringing his experience as an author of
weird fiction to bear on creating the Half-Life storyline. He was sole
writer on Half-Life and Half-Life 2, and persists as lead
writer for the Half-Life 2 Episodes, although he is now accompanied by
an actual literary posse in the form of Chet and
Erik. His novels include Dad's Nuke, Neon Lotus, Kalifornia,
The Orchid Eater, and the award-winning The 37th Mandala, as
well as The Third Force (a novel set in the world of the surreal
Japanese videogame, Gadget).
www.marclaidlaw.com
Jeff Lane - Level Designer
Jeff started his career doing graphic design for the print industry. In a
series of leaps and bounds over more than 12 years, he moved into doing
graphics for video projects, then graphics for commercial multimedia, and
finally graphics for games. He hasn't looked back since. After creating 3D art
at Hyperbole Studios on their Quantum Gate interactive movie projects, he spent
five years at Sierra Studios, where he worked as an Art Director on Phantasmagoria
2 and, recently, as a Level Designer for SWAT3: CQB before
coming to Valve.
Tom Leonard - Software Developer
Immediately prior to joining Valve, Tom was the CTO of Buzzpad, Inc. Before
that, he spent five years at Looking Glass Studios, where he was notably the
lead programmer of Thief: The Dark Project, writing the AI and core
architecture for the game. Tom also had spent seven years working on C++
development tools at Zortech and Symantech.
Doug Lombardi - VP
of Marketing
After years in the music industry, Doug decided to get a real job. Then he came
to his senses and made the decision to get into the gaming industry instead.
During his time in gaming, he has worked on the launch of websites, magazines,
and games. As VP of Marketing at Valve, he helps manage and coordinate
third-party relations, marketing and press activities.
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, and 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 oversight).
Scott Lynch - Chief
Operating Officer
Prior to joining Valve, Scott was Senior Vice President at Havas Interactive
where he created and managed the Sierra Studios business unit publishing a
number of products, including Half-Life. During his 5-year tenure at Sierra,
Scott held a number of different positions in business development,
acquisitions, finance, investor relations, and product development. Before
joining Sierra, Scott worked in the public accounting industry at Coopers and
Lybrand where he worked in both the audit and tax departments managing a range
of clients from small start-ups to Fortune 500 companies. Scott is a graduate
of the University of Washington Business School with a concentration in
accounting and is an inactive certified public accountant in the state of
Washington.
Ido Magal - Level Designer
Ido is a UC Berkeley computer science drop-out turned professional artist.
Prior to joining Valve, where he makes textures and maps for Counter-Strike, he
worked at Westwood Studios, making thousands of tiny ground tiles for Red Alert
2. He enjoys photography, foreign films, and advising the President about
issues of national importance. His superpower consists of knowing someone is
thinking of him when his nose itches, and his weaknesses are Indian food, sharp
women, and Tom Waits. To increase your odds of beating Ido's monstrous, all
consuming spam filter, include the word WHIPPERSNAPPER in your subject line.
Hamish McKenzie - Technical Artist
What do you get when you give a really lazy animator a computer science class
(many, many years ago)? A whole bunch of buttons that make being an animator
just a little bit less tedious — or at least so he likes to think. Hamish has
worked in both games and film in both the US and Australia, and pretty much
loves making stuff move — and pressing buttons.
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.
Jason Mitchell - Software Developer
After eight years at ATI, where he headed the 3D Application Research Group,
Jason was finally seduced by the entertainment industry and is now putting his
3D graphics hardware knowledge to use on a top-secret project at Valve. Having
owned a T-square since birth, Jason has been hard at work making pictures out
of geometry ever since. While joining Valve has significantly cut down on
Jason's international jet-setting, he's still your man if you're looking for a
stuporous late night Tokyo karaoke escapade.
http://www.pixelmaven.com/jason/
John Morello II - Animator
Originally from Chesapeake, Virginia, John came to Valve via the MOD community.
As lead animator and designer on Day of Defeat, John has spent the
majority of the past few years modeling and animating the objects and
characters in the popular WWII themed online game.
Bryn Moslow - Network Administrator
Known as "The Man" by those that know him as The Man and "Who?" by most
everyone else, Bryn's life has been usurped by the machines. He started on
Usenet and IRC from a DEC VAX terminal when Usenet and IRC were useful and may
be one of the last people on Earth with a VAXstation still running Ultrix. He
and his friend Al built the Internet together but he became disgruntled and
left to be a Rock Star when Al took all the credit for it. When the whole Rock
Star thing didn't pan out he found himself once again a keyboard-pounding
monkey. In the few odd hours he isn't cursing incoherently while facing Redmond
he can often be found doing horrible things to his neighbors with a heavily
modded Marshall JCM 900 and one of his flock of Telecasters and wondering when
the whole Internet fad is going to finally die so he can have a life again.
Marc Nagel - Quality Assurance
Marc started playing games at an early age and then began his career in
games as a Game Counselor at Nintendo of America at 19 years old. After
years of helping people play games, he wanted to be a part of creating
them. After gaining some experience as a tester, he ended up at Sierra
Entertainment for 6 years as a Test Lead – the highlight, of course,
being the lead on the Half-Life series for 3.5 years as well as the
lead on Opposing Forces, Half-Life PS2, Counter-Strike, Blue Shift and
many patches, to name a few. After Sierra shut down, he went to work
for Microsoft in IT. Then, EJ kicked him – hard. Now he’s back in the
world of the living making sure the Zombie you kill blows up real good.
Arsenio N. Navarro II - Cyber Café Program
Arsenio has achieved bliss managing and administering Cybercafé,
Academic, and Tournament licensing for Valve. In his spare time he
brings the noise.
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 companys multimedia division, and, most recently, leading the
companys efforts on the Information Highway PC. His most significant
contribution to Half-Life was his statement "Cmon, people, you cant
show the player a really big bomb and not let them blow it up."
Martin Otten - Software Developer
Martin comes to us from Germany where he attended Dortmund University earning a
masters degree in computer science. He is best known for programming Argus
(for Quake) and Half-Life TV (as a contractor for Valve).
Since arriving in Washington, Martin has lost all four hubcaps on his
Volkswagen and has single-handedly stopped Seattle traffic by walking across
the street in a bath robe while sipping a white Russian. Not bad for a "poor
German boy." Martin also enjoys listening to the band Manowar since, after all,
some bands play but Manowar kills.
Bay Raitt - Animator
Bay built 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 the influential 3D modeling and
animation tools Mirai and Nendo. Bay started his career working for Olyoptics
as a colorist for early issues of Spawn, The Pitt and The
Maxx for Image Comics. These days, Bay is getting used to being back
in America by racing his ATV around in the woods of the pacific northwest
looking for werewolves.
http://cube.phlatt.net/home/spiraloid/
Alfred Reynolds - Software Developer
Alfred joined Valve as a software engineer in 2002. Since his arrival, he has
contributed to the development of Counter-Strike, Half-Life 2, and Steam. He
also does his best to maintain the Linux ports of our games. Most recently, he
lead the Steam development efforts to bring third party applications to the
leading online distribution platform. Prior to his arrival at Valve Alfred
worked for an Australian research organization and would be forced to kill
anyone who discovered the true nature of his work there. He was also to blame
for starting plugins on Half-Life servers, in particular creating Admin Mod.
Matthew Rhoten - Engineer
Matt came to Valve from Microsoft, where he worked on stuff ranging from UI to
device drivers. Like many members of the Steam team he is a generalist, and
genuinely finds just about everything interesting given enough thought. In his
spare time, he enjoys hanging out with his family, and learning new things via
serially acquired hobbies.
Dave Riller - Level Designer
Prior to joining Valve, Dave was an active developer in the online 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.
Matthew Russell - Animator
Before coming to Valve, Matthew was with DNA Productions for 7 1/2 years.
Starting with DNA on the Emmy nominated "Olive the Other Reindeer",
Matthew went on to be a character animator and supervising animator on the
Academy Award nominated "Jimmy Neutron, Boy Genius." Later he spent 2
1/2 seasons as a supervising animator on "The Adventures of Jimmy Neutron, Boy
Genius" before moving on to lead animator for the feature, "The Ant
Bully," from DNA Productions and Warner Bros. Matthew is also an
instructor for AnimationMentor. He also likes balloons, pony rides and fruity
drinks with the little umbrellas on top.
David Sawyer - Level Designer
David makes cool levels that you love to play. That is all.
Taylor Sherman - Software Developer
After college, Taylor worked on NPC AI and netcode for big, expensive video
games at The Boeing Company. In 2000, fed up with the level of dysfunction at
the quarter-million employee company, Taylor left for the much smaller Applied
Microsystems. There, he demonstrated his versatility by utilizing what may be
his two first names, or two last names (nobody is quite sure), to write lots of
code that was never used by anybody. In 2001 Taylor joined Valve to work on
Steam. Taylor has a Bachelors of Electrical Engineering from The Cooper Union,
and, if you squint real hard, two halves of an MSEE.
Eric Smith - Software
Developer
Eric has a B.S. degree from the DigiPen Institute of Technology in Redmond, WA.
Programming has been Eric's obsession since he began programming in Basic on
his Atari 800 when he was 12. His college career began at the University of
Washington where he studied Electrical Engineering. Unhappy with Engineering,
he landed a job as a Game Counselor at Nintendo. Over the years, he was
promoted and ended up handling Risk Management issues for Nintendo. When
DigiPen opened its doors in the U.S. in January 1998, Eric saw an opportunity
to change careers and "make" games instead of just play them. Eric has lived in
Washington most of his life and enjoys all the outdoor activities this area
provides.
David Speyrer - Software
Developer
Prior to joining Valve in 1999, David developed telecommunications software in
Boulder, Colorado. During his time at Valve he has been a programmer/designer
and cabal lead on Half-Life 2 and Episode Two. He has also worked quite a lot
on the dreaded Hammer level editor over the years. A fan of recreational
physical suffering, David goes rock climbing in his spare time and has dragged
many a pale and shaking Valve employee on adventures in vertiginous terror.
Jay Stelly - Software
Developer
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.
Kelly Thornton - Sound Engineer
Kelly arrived at Valve via the Half-Life mod community. While earning
a Masters degree in Business at UM-St. Louis, he helped develop and did sound
work for Day of Defeat. Seeing video game development and sound
engineering as the obvious natural progression to come out of an MBA and an
undergrad degree in biology, he packed his things and headed west to Valve.
Today, you can find him in his office surrounded by WWII books and memorabilia
with a fat pair of headphones on, wondering how in the world he actually landed
a job he loves doing.
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.
Alex Vlachos - Software Developer
Alex focuses on graphics programming and shader development at Valve.
Previously he was the Lead Visual Effects Programmer at Naughty Dog, Lead
Programmer on ATI’s Demo Team, and was a software developer for the SpaceOrb
360. Alex is a graduate of Boston University.http://alex.vlachos.com
Robin Walker - Software
Developer
Robin Walker co-wrote the hugely popular Quake mod Team Fortress, before being
assimilated when Valve acquired Team Fortress Software. Since that time, he has
been responsible for design, code, and management on various Valve products.
Josh Weier - Software Developer
Hailing from Wisconsin, where he worked on multiple FPS titles with Raven
Software, Josh now finds himself in the ever-raining Seattle. But at least it
doesn't snow. Most of his days are spent holed up in an office with Steve Bond
designing new encounters, creating special effects, and using his whiteboard as
a canvas for a wide variety of strange and badly drawn characters. Don't get
him started about "treasure games" and be sure to make fun of how young he is,
because he really gets a kick out of it.
Erik Wolpaw - Writer
Erik Wolpaw's father attended Yale, became a successful lawyer, got disbarred,
lost everything, and went to jail for a while. Later, he and Erik lived in a
horrible ghetto apartment where Erik used the Yale Alumni magazine to smash
cockroaches. From this inauspicious start, Erik eventually went on to not
graduate high school. Now he writes dialog for video games such as Psychonauts
and Portal. Prior to that he was a freelance writer and before that he
co-founded Old Man Murray. It's not like he's a surgeon or anything, but it's
not too bad, considering.
Doug Wood - Animator
Doug joined Valve in 1997 and has been working on the Half-Life series
ever since. Before Valve, Doug worked at 3Drealms where he worked on Duke-Nukem
3D and Prey. He has been working in the gaming industry since
1994.
Matt T. Wood - Level Designer
Matt found his passion for making games by way of creating maps for Doom and
Duke Nukem 3D. In 1997 he was hired by 3D Realms Entertainment to work as the
lead level designer on their first full 3d game Prey (after the original team
left). He later moved onto 3D Realms's Duke Nukem Forever as a level designer
at first and soon transitioned into lead modeler/animator. At Valve, Matt is
again back to level design where he (among other things) works with the
'choreo' team designing and creating scripted scenes for the Half-Life
universe.
Danika Wright - 3D Artist
Danika comes from the film visual effects industry in L.A. There she created 3D
environments for 5 feature films, including Master and Commander, Day After
Tomorrow, and X-Men 2. As part of the Valve team she is responsible for
creating environment models and props for games such as HL2, TF, DoD and
Counterstrike. Outside of Valve she enjoys drawing, recreating Seattle
architecture in 3d and spending time with her husband Matt and son Drake. You
can find out about Danika's and her husbands personal 3d work at
www.mattikaarts.com.
Matt Wright - 3D Artist
Matt has come to Valve after studying Industrial Design, and working in the film visual
effects industry for a number of years both in his home country of England, and in the States.
He was responsible for environmental models on 11 feature films, including Harry Potter,
Daredevil and Master and Commander. Matt has a great love or architecture, which shows through
in his work. At Valve he is responsible for creating 3d environment models, props and objects
on the Half Life 2 series, DoD, TF, Counterstrike and Left4Dead. Away from the computer, Matt
enjoys hanging out with his wife Danika, son Drake, and has got himself addicted to cooking and
food photography which he blogs at
Shawn Zabecki - Designer
Shawn joined Valve in 2007, after a long stint being well-raised by the best mom ever, his mom.
Shawn’s job is designing and implementing the Steam user experience, and he’s terrific at it.
At Valve, everyone’s terrific at their job, though, so big whoop. What we all marvel at, however,
is how polite and well-groomed Shawn is. People passing through the lunchroom sometimes just stop
and stare at his supernaturally excellent table manners. It’s like working with David Niven. Shawn is
very helpful and clever, and everyone likes him. He’s doing real good, Mrs. Zabecki.
Torsten Zabka - Community Support Germany
Originally from Bad Nauheim, Germany, Torsten quit his job at IBM Ireland and
signed up to become a Dive-Instructor in Mexico. He soon met and spontaneously
married a beautiful girl from Tacoma and ended up on our doorstep one day
as a great match to take care of our German communities and localization tasks.
Zoid - Developer
Zoid (yes, just Zoid - like Cher) really came up on the radar shortly after Quake was
released. He made a modification called Threewave Capture the Flag that people seemed to
really enjoy. It is mostly all his fault that most multiplayer first person games seem to
include a capture the flag gameplay mode - mostly. Moving on after capturing far too many
flags, he joined Retro Studios where he helped develop Metroid Prime and its sequels for the
Gamecube. After a two year stint working on MMO game for Carbine Studios, he decided to get
back to his roots and join the team at Valve.
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