Valve Software
Phil Co, a level designer from Valve, recently came to speak at Animex 2007. It was interesting stuff. From his presentation [which focused on the development process for the Half Life games], the questions that came afterwards, and a nice chat I managed to have with him later on, I gathered the following information and impressions:
2. The work environment there is pleasant, and the development process is creativity, efficiency and quality-driven. Whereas it seems common for large developers to divide the workforce by job title – programmers sit here, animators in here, designers over there, testers in a small cage in a dark cupboard, etc. – Valve divide team members into what they refer to as “cabals”. These are small groups of around 6-8 people – ranging from animators to programmers and level designers – who work in the same room, on specific parts of the game, together. Modellers and texture artists work as “floaters” between all cabals, providing art assets and maintaining a consistent art style throughout.
Consequently, every stage of development and the creative process is intensely collaborative. Gameplay testing is also regular, and operates at various levels – ranging from tapping fellow cabal members on the shoulder and asking them to play what you’re working on, to weekly inter-cabal testing, and bringing in selected people externally, who represent Valve’s various target markets.
3. Everyone at Valve is shit hot. The company’s high-profile status means that they can afford to have extremely high standards, and be very selective with who they hire.
4. The hierarchy among staff is relatively flat. There is virtually no form of middle management, because within the cabal framework, and as a result of the very high standards for recruitment, everyone is competent and professional enough to manage themselves.
5. Overtime at Valve is rare and minimal – just like in real companies! If I remember correctly, Phil said that during the development of HL2: Episode 1, overtime was barely an issue.
Incidentally, after Episode 1 was finished and released, team members were treated to a short holiday in Hawaii.
6. Everyone at Valve loves to be there. Apparently, only one person has ever left and not come back at some point. Several members have left temporarily, only to return further down the line. Probably because it’s nice in Hawaii.
Early in his presentation, Phil mentioned that they are currently looking to recruit in practically all positions – to which the [largely student] audience reacted with audible enthusiasm. He later mentioned that they recently hired a couple of animators – one of whom previously worked on the action sequences in the King Kong film [where he fights with dinosaurs and rips their jaws apart]; while the other had a hand in modelling and animating Gollum. Once again I could hear the audience react among themselves, but this time I think it was the sound of dreams being shattered, and subsequently pissed on.
Unfortunately, the very positive picture of Valve that all this stuff points to seems to be quite the opposite of the games industry at large. Most games developers don’t appear to be anything like as well run or quality driven as they should be, if at all. While on one hand it’s very good to know that there is a leader among the industry that has gained success and respect for all the right reasons, on another, it’s sad to think that there aren’t many that compare, or even aspire to the same ideals.
It’s unlikely I’ll ever work there myself, and in a way I find that quite gutting. Assuming I do manage to get a job after I graduate, I’ll inevitably have to apply for somewhere more typical – and it seems as though when it comes to videogames and the industry, “typical” is often not a good thing.
Nevertheless, all this Valve and Animex business has given me a good kick up the arse for catching up on my final project, which obviously is a good thing. This is how my map currently looks, when I’m sneaky about only showing the nicer bits:
I’m still a bit behind on things as a whole, and at this point, I’d have to admit that these pictures look better than the level actually plays. But being deceptive and getting hopes up is what preview screenshots are all about, right?
