Valve software values


















Outside Valve, he pursues traditional art skills such as drawing, painting, and sculpting. Full-time bellowing sasquatch and animator. He thought animating Optimus Prime on top of a t-rex would be the peak of his own particular sizzle mountain, but the mountain has continued to sizzle here at Valve. Sizzling mountain animation action. Growing up in Belgium, Bram got hooked on game development making levels for Duke Nukem 3D and Half-life at a young age. After getting a start in the games industry working at various companies in the Netherlands and Sweden, he moved to the United States to help create Overwatch at Blizzard Entertainment.

With his roots in the modding community, he now feels at home at Valve, where he spends most of his time obsessing over efficient UV layouts. He has now been at Valve as an artist since working on all things art related, from character design and environment concepting, to video game trailer production. Dan comes from busy Mexico City. Back there he was lead artist for Kerbal Space Program. On his spare time he enjoys composing music and working on his own experimental projects, while getting used to rainy Seattle.

At the age of 6, after a chance encounter with the artist Phil Tippett, Eric had the opportunity to view many of the original models following the release of Return of the Jedi, which set him on course to coloring, building, drawing, and creating with any and all materials in his path.

If only his younger self would have ever known what would someday follow as a career. In the years as an artist with Valve, Eric has contributed to the visual design of games including Half-Life 2, Team Fortress 2, Dota 2 and other Valve titles.

After earning a Master's in Sculpture in , Erik made the most of that degree by working cash registers and designing web pages. As creatively satisfying as those occupations were, he couldn't shake the feeling that he should be doing more with his life. He spent six months creating Quake levels and, in , landed a job designing levels for Cyclone Studios' Requiem.

Finally, in , he dragged his wife up to the Pacific Northwest and took a job at Valve. Irving is an effects artist at Valve. He enjoys the beautiful outdoors of the Pacific Northwest and makes a tasty cioppino. Jason worked on British comics ad and Judge Dredd Megazine as well as concept art for many games.

Jason eventually skipped town and now resides near Seattle where he does all manner of arting at Valve and no longer pursues his extra-curricular activities in any way shape or form. After spending the first 10 years of his career working at studios in the UK and Canada, Matt joined Valve in Since Max's first computer Iskra he has been on a mission to only use the latest and greatest computers and software which lead him to working on videogames at GSC Gameworld, Action Forms, Crytek, Raven Software and finally Valve.

He works on characters and environments. Tristan earned a degree in transportation design. After a dipping a toe into industrial design, he found his way into making models for games, eventually landing at Valve to help with Half Life 2, Episode 2. Since then He's been delighted to get away with building all sorts of models and art for Portal 2, Left 4 Dead, Team fortress 2, among others. Outside of Valve, Tristan enjoys the decision paralysis that comes from making art and models in the real world where there is no Ctrl Z.

Wade has worked in the game industry as an artist since , and for Valve since In his spare time, he participates in group art shows and experiments with 3d printing and casting. Morasky's life and career sounds a lot like one of the post-modern audio collages he is so fond of creating.

Teenage guitar player in a bar band in Montana; award-winning experimental composer in Tokyo; audio hardware programmer in Silicon Valley; underground art rocker touring the world; 3D animator and director for television; electronic audio collage artist in France and Japan; visual fx artist on The Lord of the Rings and Matrix trilogies; AI animation instructor at an art college.

These days, Mike is doing some combination of all these things at Valve. Nathaniel Blue works on the Steam Team at Valve. He works with game developers and publishers across the globe and spends most of his time working on Steam features, new business opportunities, and events. He has a variety of experience in the gaming industry, advertising, and the music industry. As a freelance composer and musician, Tim has done it all. He played trumpet for the likes of Ella Fitzgerald, Sheila E.

Now, he's here at Valve, where he's worked on just about every title the company has shipped. When he's not working, Tim is playing tennis, fly fishing, or commuting back and forth to his home and family in Spokane, WA.

As a music major, Tobin looked forward to a career in food service. Tobin joined Valve in and is blown away every day that, in addition to doing audio production on some of the coolest projects in the whole wide world, he's allowed to tinker with the audio calls in the game code, and encouraged to learn more about that side of the process every day.

Adam joined Valve in He works on the Steam business team. Prior to that, he ran business development for a video startup in Brooklyn, and before that he worked in production on several movies, plays and television projects. Connor joined Valve in as part of the Support Team. After a few years he joined the Steam Business team to help third-party developers and coordinate promotions.

The bulk of my childhood and young adult life revolved around working to become a better golfer. After a mostly unsuccessful playing career, I spent a few years coaching collegiate golf teams and then transitioned indoors to work on the Tiger Woods PGA Tour games at Electronic Arts.

Mostly unsuccessful is still a good description of my golf game. Ricky finds every subject wildly interesting. Prior to Valve, he spent years as an engineer and designer before joining Netflix to create the UI used on game consoles and TVs. Now he works on Steam platform growth, contracts, licensing, and helping developers craft awesome things for gamers. When not at work, he's probably in the ocean or getting tackled by his Border Collies.

Shreya graduated with a degree in Electrical Engineering from the University of Illinois at Urbana Champaign but got working on strategic business partnerships for Surface while at Microsoft. She used to dream about lightsabers but now she's working on making them a [virtual] reality. After teaching and coaching at a high school in rural Mississippi, Tom started working for Valve. Now he spends his days on the Steam Business team, helping the people who make PC games connect with the people who play PC games.

David spent seven years in higher education before joining Valve in to work with Steam Support. His focus is on quality, partner management, and project management. Jared has worked with Steam Support since and is currently focused on expanding and refining the operation. If you have feedback for Steam Support or from an interaction that you've had with the team, send it my way using my contact link below.

Jenni's curiosity toward foreign languages began at an early age within the chanterelle-laden forests of Finland, where she wanted to figure out the profound messages in NKOTB songs.

A couple decades, an assortment of language-nerd jobs, and an English degree later Jenni moved to Seattle. She joined Steam Support in with a focus on improving Steam user experiences across different languages. After working in manufacturing for almost a decade focusing on Program and Account Management, Patricia joined the Customer Support team at Valve where she is working on improving the quality of our interactions with our users and partners.

If you have feedback regarding your experience with Steam Support, she would love to hear it! John writes high performance code and oversees gradient descents. He started on Team Fortress 2, where he worked to better understand player interactions with crates, name tags, and Hats of Undeniable Wealth and Respect.

Kristian currently works with the Steam team, where he focuses on platform growth, virtual reality, and development of partners' in-game economies.

Mike has a B. 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 to read his paragraph. While growing up in the mountains of North Carolina, Brandon often retreated to the family basement to play video games or guitar - and daydream about getting paid to do either. He wound up earning a degree in computer animation, and using his considerable animation skills to help establish the visual style for many games, including Final Fantasy IX, Warcraft III, and World of Warcraft.

Brandon now spends his time at Valve creating backgrounds, pointing spotlights at extreme angles, and being slightly irresponsible with color. He still plays guitar. After shedding her Long Island accent and fleeing to the West Coast in , Christine began working as an animator in the games industry for companies such as LucasArts and Double Fine Productions. She joined Valve in , and currently enjoys being the defacto short person for VR playtests and exploring creature biomechanics and locomotion.

When not animating, Christine can be found in the North Cascades looking for critter tracks in the mud or snow. She loves Boston Terriers more than any well-adjusted, reasonable adult should. Dave started working on games in his spare time back in the days of Doom and Quake. His work caught our eye and we lured him here from the East Coast to work on Half-Life.

Rogue Canadian masquerading as a software engineer, designer, and whatever else they let me get away with. I do level design, game design, and gameplay programming. Having escaped or been let loose? However, it wasn't until he began to create levels and mods for Doom and Quake that he became known to the world. A few years and adventures later, he found himself at Valve. That was He hasn't had the urge to bite anybody since.

Jake is a level and UI designer and still doesn't quite believe it. 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. Jeff joined Valve in John is an animator most of the time.

As a high-schooler he made small Quake mods and became addicted to Team Fortress. After graduating, his brother introduced him to the guys on the Day of Defeat team. They wanted to ship their mod, but they needed animation help.

John jumped in. At this point, John has worked on nearly every product we've shipped. His TF obsession is over - replaced by an addiction to DotA, and lapping his Ducati at local road courses.

Karen performed for 16 years as a puppeteer with Jim Henson and the Muppets before becoming a computer animator. She worked at Pixar and several other animation companies before joining Valve, where she continues to apply her puppet acting experience towards animating an exciting mix of heroes, creatures and robots.

He became established in Half-Life's flourishing mod community as a contributor to the successful Natural-Selection, which helped launch his career into game development at the age of As a paint fixer and rotoscope artist at the legendary Tippett Studio, Matthew painted a pimple out of Darryl Hannah's armpit for My Favorite Martian and rotoscoped Kevin Bacon in a black bodysuit for Hollowman.

He moved on to legendary Weta Digital to work as an animator and animation lead for The Lord of the Rings trilogy.

He's now animating on Dota 2. Matthew had been eyeing Valve for awhile and is happy to report that he and his family like Seattle much better than LA, although the weather reminds him of that Ray Bradbury short story All Summer in a Day where the sun only comes out for two hours every seven years. Now he's animating at the coolest company on the planet making awesome content for fun games and VR.

Upon joining Valve in , Miles was inhumanely forced to participate in company playtests. As a result, he developed an addiction to Counter-Strike, despite the fact that he was really bad at it. His hobbies include lamenting over the fact that he's not drawing enough. Phil Co has been a level designer since Phil tried filmmaking for the documentary Free to Play and is also the author of the book Level Design for Games.

Writer and lackluster game developer. Worked on projects such as Firewatch, The Walking Dead and was the inventor of the rotary engine.

Simonne loved pushing buttons as a child, so she decided to push buttons as a career. Like most software engineers at the time, he decided to join an Internet startup and become a millionaire before turning He joined Midway Games West formerly, the original Atari.

That studio shut down a few months later, so Tom moved on to Maxis where he worked on titles such as Darkspore, Spore, and The Sims 2 and many of its expansion packs. He's also the beneficiary of one of the best fan tributes we've ever received. Ben started his career as a UNIX systems programmer and then accidentally transitioned to embedded systems focused on video delivery. Valve rescued him from the video industry and gave him the opportunity to work on Steam, Steam Controller, and Virtual Reality.

And by "working on VR hardware" I mean calibrating things. Allllll the things. So many things. Jeremy is a software developer working on hardware. He loves pixels. Except for the crappy ones. He formerly had unrealistic expectations for pixels in the visual effects industry, and regularly overcomes zeroth-world problems. Electrical Engineer with experience in Signal Integrity and Semiconductor product development, test. I work a lot in the lab.

Valve Employees including myself are not on Discord or any other platforms asking you for personal or account information. You can't get banned by someone claiming to have mistakenly reported you. Unlike most people at Valve, Amy was actually born and raised right here in Washington, on Whidbey Island. And like all native Washingtonians talking to transplants, she will remind you of this fact roughly twice a minute in any given conversation. After many years working at Zillow, Amy took a break from work to enjoy time with her family and learn how to cook some bucket list foods, like Beef Wellington and Lasagna Bolognese from scratch.

Years later, sitting in her kitchen surrounded by pans of Beef Wellington, Amy realized it was either time to pick some new foods or get back to work. Since joining Valve Amy has found a second family. She gets the opportunity to work with exceptionally talented and incredibly kind people every day, and to spend every day helping to make their experience at Valve better.

Be sure to ask her about Utila next time you see her! Elizabeth gets to work with some amazingly talented human beings, and she spends most of her time connecting with employees and their families while working on all things Human Resources. Sara is one of those odd ducks who decided she wanted to be in Human Resources when she was attending college at the University of Washington.

From there she went on to work for Zillow, and now she is lucky enough to be a part of Valve's Human Resources team. Alden has a habit of ending up in the middle of everything. If he isn't getting in the way of Steam game releases, he's probably working on UI design for Valve games or the Steam store. Alden came to Valve after working on design and production for the Xbox Dashboard.

Before that, he studied design at the University of Washington and worked on various freelance design projects. When he's not working, Alden can be found chasing his competitive ambitions in cycling and swimming. He commutes to work by swimming back and forth across Lake Washington every day.

Most weekends, he relaxes by riding his bike to Portland. Carl has worked on human spacecraft, commercial aircraft, and a variety of electronic products. At Valve, he works on making technology comfortable, mainly.

Chris attended a nationally accredited university and has an actual degree in something or other. He remembers liking fine art and filmmaking classes the most. As a designer at Valve, Christen contributes to Steam and other projects. She also designed our office signage, and helped pick our chairs by sitting in lots of different ones. Emily works on the UI for Steam; library, mobile apps, community, support, sales, and security.

Emily wants you to protect your account with the Steam Guard Mobile Authenticator. I don't want to sell anything, buy anything, or process anything as a career.

I don't want to sell anything bought or processed, or buy anything sold or processed, or process anything sold, bought, or processed, or repair anything sold, bought, or processed. John has designed eyewear, test and measurement equipment and many gaming products. He has also worked on input products for creatives as well as VR. Melissa likes collaborating, reading books, knitting hats, painting pictures, going on long walks, and choosing colors.

She gets to do most of those things at 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! In his spare time, Q! Get over it, already! University of Washington VCD graduate. Although he sucks at actually playing video games, he loves working on them. Adil is originally from Toronto, Canada and he joined Valve in late Since then he has built various features that help game developers to communicate with their fans. For examples, he has worked on live streaming, game events, Steam sales and developer home pages on Steam. Originally from the east coast, Al moved to Seattle in and joined Valve a couple years later in Anish joined Valve in where he is one of the main developers behind Steam Audio.

He cares deeply about helping people tell stories and focuses predominantly on tools, UI, and systems. As a child, Brian learned how to program by cracking all the computer games he couldn't afford to buy. As an adult, he decided to join the games industry as a way to make up for his reprehensible childhood. At LookingGlass, he worked on Flight Unlimited. Our earlier titles were built on an innovative engine with world-class gameplay as their paramount goal, and praised by critics as games that revitalized or even invented their genres.

We have some new games in the works, too. A couple have been announced, while others remain top secret. We created Steam in to serve as a digital content distribution channel, before app stores existed. It's since grown and evolved into a platform for thousands of creators and publishers to deliver content and establish direct relationships with their customers.

The Steam Community enables millions of players to do likewise, sharing entertainment and ideas, and making friends. We make consumer electronic devices that improve gaming on the PC. Things like the Steam Controller and the Steam Link. Just as in software development, we conduct playtests and share prototypes with our partners and players. We follow the results of this work all the way through the manufacturing process to create products people are sure to enjoy. We make all of this stuff collaboratively in Bellevue, Washington, where we combine the resources and talent of a world-class company with the ethos of a small startup.

With an engaged and vocal community of partners and players, our products and our company will continue to change and grow in ways we may never have predicted. Join us , and help inform what's next. At Valve we make games, Steam, and hardware.

Our games attract millions and define genres.



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