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Michael Abrash
Michael Abrash
Michael Abrash was ABD (All But Dissertation) in the PhD program in Energy Management and Policy at the University of Pennsylvania in 1980 when he got his first microcomputer – a Vector Graphics VIP CP/M machine with 56K and 160x72 graphics – and he’s still ABD. (His mother stopped giving him a hard time about not getting his PhD sometime in the mid-1990’s, right around his first meeting with Bill Gates.) He did some of the earliest arcade-style games for the IBM PC (Space Strike, Cosmic Crusader, and Big Top, if you’re a trivia buff – and yes, they were sold in plastic baggies). After he discovered the hard way that the PC didn’t actually have a game market yet, he worked at a series of hardware and software graphics companies, writing several books (including Zen of Assembly Language) and magazine columns (remember them?) on performance and graphics (most notably for Dr. Dobb’s Journal) along the way. In 1992 he somehow ended up as the graphics lead for the first two versions of Windows NT, then in 1995 he went to Id and worked alongside John Carmack to write Quake. After that he worked on both versions of Xbox, cowrote a software renderer, and worked on Intel’s Larrabee project before coming to Valve. Check out Michael's blog Ramblings in Valve Time.
Michael Abrash was ABD (All But Dissertation) in the PhD program in Energy Management and Policy at the University of Pennsylvania in 1980 when he got his first microcomputer – a Vector Graphics VIP CP/M machine with 56K and 160x72 graphics – and he’s still ABD. (His mother stopped giving him a hard time about not getting his PhD sometime in the mid-1990’s, right around his first meeting with Bill Gates.) He did some of the earliest arcade-style games for the IBM PC (Space Strike, Cosmic Crusader, and Big Top, if you’re a trivia buff – and yes, they were sold in plastic baggies). After he discovered the hard way that the PC didn’t actually have a game market yet, he worked at a series of hardware and software graphics companies, writing several books (including Zen of Assembly Language) and magazine columns (remember them?) on performance and graphics (most notably for Dr. Dobb’s Journal) along the way. In 1992 he somehow ended up as the graphics lead for the first two versions of Windows NT, then in 1995 he went to Id and worked alongside John Carmack to write Quake. After that he worked on both versions of Xbox, cowrote a software renderer, and worked on Intel’s Larrabee project before coming to Valve. Check out Michael's blog Ramblings in Valve Time.
Mike Ambinder
Mike Ambinder
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 to read his paragraph.
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 to read his paragraph.
Matthew An Steam Profile
Matthew An Steam Profile
Matthew loved to play video games as a child. His parents warned him that playing games wasn't going to get him a job in the future. After graduating from the University of Washington in 2010, he proved them wrong by landing a job at Valve. As part of Valve’s Steam Support Team, Matthew helps support our Korean community and localizing efforts, making thousands of Korean Steam users believe we actually have offices in Korea. Matthew also uses his Photoshop skills to help make sure advertisements for sales and promotions get properly translated and presented to Steam users in Chinese, Japanese, Russian, Spanish, French, and German - just to name a few. In his spare time he enjoys playing soccer and any first-person shooter game he can get his hands on.
Matthew loved to play video games as a child. His parents warned him that playing games wasn't going to get him a job in the future. After graduating from the University of Washington in 2010, he proved them wrong by landing a job at Valve. As part of Valve’s Steam Support Team, Matthew helps support our Korean community and localizing efforts, making thousands of Korean Steam users believe we actually have offices in Korea. Matthew also uses his Photoshop skills to help make sure advertisements for sales and promotions get properly translated and presented to Steam users in Chinese, Japanese, Russian, Spanish, French, and German - just to name a few. In his spare time he enjoys playing soccer and any first-person shooter game he can get his hands on.
Ted Backman
Ted Backman
Prior to joining Valve in the summer of 1996, Ted studied painting at the University of Washington. During his time here, Ted has been 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 that Payne's grey is his favorite color.
Prior to joining Valve in the summer of 1996, Ted studied painting at the University of Washington. During his time here, Ted has been 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 that Payne's grey is his favorite color.
Jeff Ballinger
Jeff Ballinger
Jeff's projects include Half-Life 2, Lost-Coast, Day of Defeat. Team Fortress 2, Left 4 Dead 2, and DotA 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.
Jeff's projects include Half-Life 2, Lost-Coast, Day of Defeat. Team Fortress 2, Left 4 Dead 2, and DotA 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.
Ken Banks
Ken Banks
Before joining Valve in 2010 as a Level Designer and Artist, Ken Banks previously worked on titles including Doom 3, Quake 4, and Borderlands. His career was inspired by his first real gaming experience on the PC, Valve’s Half-Life, in 1998. 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 18.
Before joining Valve in 2010 as a Level Designer and Artist, Ken Banks previously worked on titles including Doom 3, Quake 4, and Borderlands. His career was inspired by his first real gaming experience on the PC, Valve’s Half-Life, in 1998. 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 18.
Aaron Barber
Aaron Barber
Aaron got his first taste of 3D environments when he was studying engineering at UCLA. He was building VRML websites for the university, and also designing levels for Quake and Duke Nukem 3D with several Internet mod groups. His level design skills landed him a job at Xatrix Entertainment where he worked on Redneck Rampage, Quake 2, and Kingpin. After Kingpin, he took a senior design position at Electronic Arts where he worked on James Bond before coming to Valve. Outside the world of game and level design, Aaron likes playing music around Seattle. www.nineteen5.com.
Aaron got his first taste of 3D environments when he was studying engineering at UCLA. He was building VRML websites for the university, and also designing levels for Quake and Duke Nukem 3D with several Internet mod groups. His level design skills landed him a job at Xatrix Entertainment where he worked on Redneck Rampage, Quake 2, and Kingpin. After Kingpin, he took a senior design position at Electronic Arts where he worked on James Bond before coming to Valve. Outside the world of game and level design, Aaron likes playing music around Seattle. www.nineteen5.com.
Jeep Barnett
Jeep Barnett
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 in Redmond, WA. His senior game project, Narbacular Drop, morphed into Portal after Valve hired Jeep and his DigiPen teammates.
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 in Redmond, WA. His senior game project, Narbacular Drop, morphed into Portal after Valve hired Jeep and his DigiPen teammates.
Mark Behm
Mark Behm
Mark grew up drawing on a small table next to his Dad’s larger one, enamored of Star Wars and Frazetta. Before joining Valve in 2009, Mark worked as a feature film animator, concept artist, and illustrator for 12 years. His pre-Valve animation work includes Robots, Shrek the Third, and Madagascar 2. Mark now works as a concept artist, modeler, texture artist, and animator.
Mark grew up drawing on a small table next to his Dad’s larger one, enamored of Star Wars and Frazetta. Before joining Valve in 2009, Mark worked as a feature film animator, concept artist, and illustrator for 12 years. His pre-Valve animation work includes Robots, Shrek the Third, and Madagascar 2. Mark now works as a concept artist, modeler, texture artist, and animator.
Mike Belzer
Mike Belzer
Playing with G.I. Joes and video games as a kid really paid off for Mike. First, he made a career in stop motion, animating Gumby and the Pillsbury Doughboy, and the films Nightmare Before Christmas and James and the Giant Peach. Then, in 1993, he was introduced to CGI at Pixar – and he really LIKED IT. For the next 12 years, Mike worked at the Walt Disney Animation Studios on such projects as Dinosaur, Kangaroo Jack, Meet the Robinsons, and Bolt. Now he's at Valve making games. When he's not playing with pixels, Mike’s spending time with his wife and kids.
Playing with G.I. Joes and video games as a kid really paid off for Mike. First, he made a career in stop motion, animating Gumby and the Pillsbury Doughboy, and the films Nightmare Before Christmas and James and the Giant Peach. Then, in 1993, he was introduced to CGI at Pixar – and he really LIKED IT. For the next 12 years, Mike worked at the Walt Disney Animation Studios on such projects as Dinosaur, Kangaroo Jack, Meet the Robinsons, and Bolt. Now he's at Valve making games. When he's not playing with pixels, Mike’s spending time with his wife and kids.
Jeremy Bennett
Jeremy Bennett
Before joining Valve, Jeremy worked at Weta in New Zealand. He was the Visual Effects Art Director on The Lord of the Rings trilogy and the Conceptual Designer on King Kong. In 2003, Jeremy won the Visual Effects Society’s Best Art Direction in a Motion Picture award for his work on The Lord of the Rings: The Two Towers. Since joining Valve in 2006 he has worked on Half Life: Episode 2, Left 4 Dead and Left 4 Dead 2, Portal 2, and several upcoming titles. When he's not at work Jeremy can be found surfing the many breaks off the Olympic Peninsula, or building Lego space ships with his two boys.
Before joining Valve, Jeremy worked at Weta in New Zealand. He was the Visual Effects Art Director on The Lord of the Rings trilogy and the Conceptual Designer on King Kong. In 2003, Jeremy won the Visual Effects Society’s Best Art Direction in a Motion Picture award for his work on The Lord of the Rings: The Two Towers. Since joining Valve in 2006 he has worked on Half Life: Episode 2, Left 4 Dead and Left 4 Dead 2, Portal 2, and several upcoming titles. When he's not at work Jeremy can be found surfing the many breaks off the Olympic Peninsula, or building Lego space ships with his two boys.
Dan Berger
Dan Berger
Prior to Valve, Dan shipped a bunch of products, provided consumer services, and managed development teams. None of that 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 nailed his Valve interview and got invited to join the party. Dan now works on Steam, happy to be back in a role where he's only responsible for his own mistakes.
Prior to Valve, Dan shipped a bunch of products, provided consumer services, and managed development teams. None of that 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 nailed his Valve interview and got invited to join the party. Dan now works on Steam, happy to be back in a role where he's only responsible for his own mistakes.
Yahn Bernier
Yahn Bernier
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 has worked on the systems code and tools for most of Valve's titles. Yahn's proudest moment was when he was able to edit the text of this paragraph, after leaving it unchanged for more than a decade.
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 has worked on the systems code and tools for most of Valve's titles. Yahn's proudest moment was when he was able to edit the text of this paragraph, after leaving it unchanged for more than a decade.
Ken Birdwell
Ken Birdwell
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. He's also 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 officemates with tales of what the town was like "when I was a boy".
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. He's also 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 officemates with tales of what the town was like "when I was a boy".
Antoine Bourdon
Antoine Bourdon
Antoine hails from the heart of the France’s Champagne region, where he majored in law but focused on his minor: computer science. After working as a Microsoft contractor - supporting Live Meeting - he came to Valve where he’s been supporting our French community, localizing, and leading the French Café program.
Antoine hails from the heart of the France’s Champagne region, where he majored in law but focused on his minor: computer science. After working as a Microsoft contractor - supporting Live Meeting - he came to Valve where he’s been supporting our French community, localizing, and leading the French Café program.
Jason Brashill
Jason Brashill
Jason worked on British comics 2000ad and Judge Dredd Megazine as well as concept art for many games. His free time was spent mostly “enhancing” (other people’s) property with spray paint. 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. Honest.
Jason worked on British comics 2000ad and Judge Dredd Megazine as well as concept art for many games. His free time was spent mostly “enhancing” (other people’s) property with spray paint. 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. Honest.
Charlie Brown
Charlie Brown
Another Fort Walton Beach, Florida native, Charlie graduated from the University of Florida in the summer of 1994 and headed for California and 3Dfx Interactive. His responsibilities there included developer support, porting products to hardware, sample code, simple demos, and ultimately working with the 3Dfx developer relations team to manage the engineering game porting effort. Charlie left 3Dfx after two years and, with his college friend Gary McTaggart, created the Uber(tm) Engine at Ritual Entertainment in Dallas, Texas. Not long after joining Ritual, Charlie and Gary left to start their own company. Not long after that, Valve made Charlie (and Gary) an offer "they couldn't refuse."
Another Fort Walton Beach, Florida native, Charlie graduated from the University of Florida in the summer of 1994 and headed for California and 3Dfx Interactive. His responsibilities there included developer support, porting products to hardware, sample code, simple demos, and ultimately working with the 3Dfx developer relations team to manage the engineering game porting effort. Charlie left 3Dfx after two years and, with his college friend Gary McTaggart, created the Uber(tm) Engine at Ritual Entertainment in Dallas, Texas. Not long after joining Ritual, Charlie and Gary left to start their own company. Not long after that, Valve made Charlie (and Gary) an offer "they couldn't refuse."
Tom Bui
Tom Bui
Tom graduated from the University of California-Berkeley with a Bachelor's degree in Computer Science. Like most software engineers at the time, he decided to join an Internet startup and become a millionaire before turning 30. When that didn’t happen, and after the Internet bubble burst, he decided to forget all that web-based, e-commerce stuff and pursue his real dream: making video games. 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). Since joining Valve in 2010, Tom has worked on Team Fortress 2, Portal 2, and small parts of Steam.
Tom graduated from the University of California-Berkeley with a Bachelor's degree in Computer Science. Like most software engineers at the time, he decided to join an Internet startup and become a millionaire before turning 30. When that didn’t happen, and after the Internet bubble burst, he decided to forget all that web-based, e-commerce stuff and pursue his real dream: making video games. 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). Since joining Valve in 2010, Tom has worked on Team Fortress 2, Portal 2, and small parts of Steam.
Tobin Buttram
Tobin Buttram
As a music major, Tobin fully expected to have a career in food service. Instead, he spent most of his twenties touring and recording with Robert Fripp and The League of Crafty Guitarists, which led, somehow, to Microsoft in 1996, where he worked on Interactive Music Architecture (DirectMusic) and then as an Audio Director at Microsoft Game Studios, primarily with FASA. Tobin joined Valve in 2008 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.
As a music major, Tobin fully expected to have a career in food service. Instead, he spent most of his twenties touring and recording with Robert Fripp and The League of Crafty Guitarists, which led, somehow, to Microsoft in 1996, where he worked on Interactive Music Architecture (DirectMusic) and then as an Audio Director at Microsoft Game Studios, primarily with FASA. Tobin joined Valve in 2008 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.
Chris Carollo
Chris Carollo
Chris spent his college years working on Quest, a Quake level editor. His first real job was at the Massachusetts-based Looking Glass Studios where he worked on sound and physics for Thief. (His Thief handiwork included the revolutionary and tragically forgotten "sphere hat" primitive.) After a few sweaty years in Texas working on the Deus Ex sequel for Ion Storm Austin, Chris joined Valve. He still enjoys being able to step out of doors without bursting into flame.
Chris spent his college years working on Quest, a Quake level editor. His first real job was at the Massachusetts-based Looking Glass Studios where he worked on sound and physics for Thief. (His Thief handiwork included the revolutionary and tragically forgotten "sphere hat" primitive.) After a few sweaty years in Texas working on the Deus Ex sequel for Ion Storm Austin, Chris joined Valve. He still enjoys being able to step out of doors without bursting into flame.
Dario Casali
Dario Casali
Dario started designing levels for Doom while he was studying economics at the University of Oxford in England. After building "Final Doom: The Plutonia Experiment" with his brother, he was invited to Valve where he discovered that it was actually possible to have a career in games. Upon graduating from Oxford in 1996, he decided that the finance world would just have to wait. After all these years in the U.S., Dario still stubbornly refuses to give up his accent, and happily endures being the subject of British jokes on a daily basis.
Dario started designing levels for Doom while he was studying economics at the University of Oxford in England. After building "Final Doom: The Plutonia Experiment" with his brother, he was invited to Valve where he discovered that it was actually possible to have a career in games. Upon graduating from Oxford in 1996, he decided that the finance world would just have to wait. After all these years in the U.S., Dario still stubbornly refuses to give up his accent, and happily endures being the subject of British jokes on a daily basis.
Matt Charlesworth
Matt Charlesworth
Matt grew up in Nottingham in the UK. He broke into videogames 14 years ago when he started working at a British shop called Core Design on a new game called Tomb Raider. Remember that one? Many sequels later he moved to Canada where he worked at Bioware (on Mass Effect) and then at Blizzard/Activision in Vancouver. When Matt joined Valve in 2008 he got straight to work crafting characters for Left 4 Dead 2. By adding a simple lacey undergarment, he managed to help make the Spitter even grosser than was previously thought possible. If he ever offers to show you his reference images, just walk away.
Matt grew up in Nottingham in the UK. He broke into videogames 14 years ago when he started working at a British shop called Core Design on a new game called Tomb Raider. Remember that one? Many sequels later he moved to Canada where he worked at Bioware (on Mass Effect) and then at Blizzard/Activision in Vancouver. When Matt joined Valve in 2008 he got straight to work crafting characters for Left 4 Dead 2. By adding a simple lacey undergarment, he managed to help make the Spitter even grosser than was previously thought possible. If he ever offers to show you his reference images, just walk away.
Jess Cliffe
Jess Cliffe
While attending Virginia Tech, Jess co-created the original Counter-Strike. You may have heard his voice yell, “Counter-Terrorists Win!” once or twice. Ask him to say it; he loves that. These days, Jess can be found working on Left 4 Dead 2 and attempting to toilet train his cat Gonk. He’s this close.
While attending Virginia Tech, Jess co-created the original Counter-Strike. You may have heard his voice yell, “Counter-Terrorists Win!” once or twice. Ask him to say it; he loves that. These days, Jess can be found working on Left 4 Dead 2 and attempting to toilet train his cat Gonk. He’s this close.
Phil Co
Phil Co
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. When the rock star thing didn't work out, Phil turned to his second choice: level design. He started at Cyclone Studios, working on Requiem: Avenging Angel. He went on to design levels at Infinite Machine, Knowwonder, and Blizzard North before coming to Valve in 2005. He is also the author of the book Level Design for Games.
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. When the rock star thing didn't work out, Phil turned to his second choice: level design. He started at Cyclone Studios, working on Requiem: Avenging Angel. He went on to design levels at Infinite Machine, Knowwonder, and Blizzard North before coming to Valve in 2005. He is also the author of the book Level Design for Games.
John Cook
John Cook
Formerly of Team Fortress software, John manages online platform development for Team Fortress 2 and other projects. Before coming to Valve, John studied computer science at RMIT University in Australia. He still suffers from jetlag after his move to Seattle; he can’t seem to make it in to work until past noon.
Formerly of Team Fortress software, John manages online platform development for Team Fortress 2 and other projects. Before coming to Valve, John studied computer science at RMIT University in Australia. He still suffers from jetlag after his move to Seattle; he can’t seem to make it in to work until past noon.
Greg Coomer Steam Profile
Greg Coomer Steam Profile
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. After helping to come up with the company name, Greg went on to lead the first game project that Valve ever cancelled. Greg's secret dream is to create a game called Akzidenz-Grotesk. You know, for kids.
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. After helping to come up with the company name, Greg went on to lead the first game project that Valve ever cancelled. Greg's secret dream is to create a game called Akzidenz-Grotesk. You know, for kids.
Christen Coomer Steam Profile
Christen Coomer Steam Profile
Christen joined Valve after serving ten years at Microsoft, where she designed a variety of consumer products and platforms. Since they let her go on good behavior, she’s joined the Steam team, where she designs, produces, tests, ships, and markets new features with the team of Steam engineers. And her brother. Have feedback or suggestions about Steam? Send 'em her way!
Christen joined Valve after serving ten years at Microsoft, where she designed a variety of consumer products and platforms. Since they let her go on good behavior, she’s joined the Steam team, where she designs, produces, tests, ships, and markets new features with the team of Steam engineers. And her brother. Have feedback or suggestions about Steam? Send 'em her way!
Scott Dalton
Scott Dalton
Scott began playing and designing games at an early age on an Atari 800 and never looked back. He came to Valve after creating games at Legend Entertainment for many years. Aside from level design and game mechanics, he delights in creating particle effects and programming the system that drives them. When not making worlds come to life, he's usually making them explode, bleed, and burn.
Scott began playing and designing games at an early age on an Atari 800 and never looked back. He came to Valve after creating games at Legend Entertainment for many years. Aside from level design and game mechanics, he delights in creating particle effects and programming the system that drives them. When not making worlds come to life, he's usually making them explode, bleed, and burn.
Bruce Dawson
Bruce Dawson
Bruce joined Valve after alternating between gaming and non-gaming careers. This was part of a careful study to determine which is more enjoyable. Spoiler alert: working on games is wicked fun. Bruce's previous game jobs include work at Distinctive Software, Cavedog Entertainment, Humongous Entertainment, and with Microsoft’s Xbox 360 group. His previous non-game jobs are too boring to list. Bruce enjoys making games faster and less crashy, and blogs about these attempts. True fact: Bruce tried to parlay his juggling and unicycling skills into a career, and only failed because he had no money for circus school.
Bruce joined Valve after alternating between gaming and non-gaming careers. This was part of a careful study to determine which is more enjoyable. Spoiler alert: working on games is wicked fun. Bruce's previous game jobs include work at Distinctive Software, Cavedog Entertainment, Humongous Entertainment, and with Microsoft’s Xbox 360 group. His previous non-game jobs are too boring to list. Bruce enjoys making games faster and less crashy, and blogs about these attempts. True fact: Bruce tried to parlay his juggling and unicycling skills into a career, and only failed because he had no money for circus school.
Dean DeJong
Dean DeJong
Dean started playing computer games on mainframe computers in the mid ‘70’s at The Evergreen State College while in Jr. High and has never stopped. After getting a pair of degrees in optics from the University of Rochester, he dove into work at Boeing on the expansion pack to the most expensive game ever developed. The game was “Global Thermonuclear War” AKA “The Cold War” and the expansion pack was “Strategic Defense Initiative” colloquially known as Ronald Reagan’s “Star Wars.” Over time Dean slid over to work on developing techniques for optically measuring jet engines exhaust, shockwaves, vibration, liquid flow, supercool water sprays, unexploded munitions, and even crops. He then opted to switch gears to work on a far more important project – he became a stay-at-home dad. After a more than a few years of raising his three daughters, Dean’s wife decided it was her turn to experience the thrills and spills of being a stay-at-home parent. Dean leaped into a position of designing and building see-through, head mounted displays using scanned laser beams for a half-dozen years. When Valve invited him to join the team here, Dean jumped in without hesitation and began his never ending quest to reward the community of Valve customers with awesome experiences.
Dean started playing computer games on mainframe computers in the mid ‘70’s at The Evergreen State College while in Jr. High and has never stopped. After getting a pair of degrees in optics from the University of Rochester, he dove into work at Boeing on the expansion pack to the most expensive game ever developed. The game was “Global Thermonuclear War” AKA “The Cold War” and the expansion pack was “Strategic Defense Initiative” colloquially known as Ronald Reagan’s “Star Wars.” Over time Dean slid over to work on developing techniques for optically measuring jet engines exhaust, shockwaves, vibration, liquid flow, supercool water sprays, unexploded munitions, and even crops. He then opted to switch gears to work on a far more important project – he became a stay-at-home dad. After a more than a few years of raising his three daughters, Dean’s wife decided it was her turn to experience the thrills and spills of being a stay-at-home parent. Dean leaped into a position of designing and building see-through, head mounted displays using scanned laser beams for a half-dozen years. When Valve invited him to join the team here, Dean jumped in without hesitation and began his never ending quest to reward the community of Valve customers with awesome experiences.
Ariel Diaz
Ariel Diaz
Originally from San Juan, Puerto Rico, Ariel came to Valve after finishing his studies at the Savannah College of Art and Design. As part of Valve’s character design team, he is responsible for creating character models, facial expressions, and skeleton deformations. Outside Valve, he pursues traditional art skills such as drawing, painting, and sculpting.
Originally from San Juan, Puerto Rico, Ariel came to Valve after finishing his studies at the Savannah College of Art and Design. As part of Valve’s character design team, he is responsible for creating character models, facial expressions, and skeleton deformations. Outside Valve, he pursues traditional art skills such as drawing, painting, and sculpting.
Quintin Doroquez
Quintin Doroquez
"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!
"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
Mike Dunkle
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 general business development, including Source Engine licensing, Steam content distribution, Asian distribution, and tournament licensing. During his spare time, he enjoys coaching high school and premier club soccer teams. Mike's ideal Sunday afternoon is spending time at a soccer game with his wife and son.
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 general business development, including Source Engine licensing, Steam content distribution, Asian distribution, and tournament licensing. During his spare time, he enjoys coaching high school and premier club soccer teams. Mike's ideal Sunday afternoon is spending time at a soccer game with his wife and son.
Dhabih Eng
Dhabih Eng
(pronounced ZA-bee)
(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.
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.
Miles Estes
Miles Estes
Miles began his career at Foundation Imaging in Southern California as a character animator on the Starship Troopers TV series. Shortly thereafter, he got his start in games - lead animator for Interplay's PS2 game Run Like Hell. Upon joining Valve in 2001, 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. He has since overcome his addiction and contributes character modeling and/or animation to a lot of Valve games. His hobbies include lamenting over the fact that he's not drawing enough.
Miles began his career at Foundation Imaging in Southern California as a character animator on the Starship Troopers TV series. Shortly thereafter, he got his start in games - lead animator for Interplay's PS2 game Run Like Hell. Upon joining Valve in 2001, 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. He has since overcome his addiction and contributes character modeling and/or animation to a lot of Valve games. His hobbies include lamenting over the fact that he's not drawing enough.
Chet Faliszek
Chet Faliszek
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.
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.
Al Farnsworth Steam Profile
Al Farnsworth Steam Profile
After a couple of years spending too much time in meetings at Amazon.com, Al made the trip across Lake Washington to join Valve as a web developer on the Steam team. When he's not playtesting Team Fortress 2, Al works on the Steam store and other Valve websites.
After a couple of years spending too much time in meetings at Amazon.com, Al made the trip across Lake Washington to join Valve as a web developer on the Steam team. When he's not playtesting Team Fortress 2, Al works on the Steam store and other Valve websites.
Dave Feise
Dave Feise
Dave came to Valve in July of 2009 after five years at Electronic Art's Redwood Shores studio where he worked on Dead Space and The Godfather series. When he’s not rattling the walls at Valve with dangerously loud sound effects, Dave enjoys playing music, fly fishing, cooking, and Polaroid photography. A Seattle native, Dave is a graduate of California’s Ex'pression College.
Dave came to Valve in July of 2009 after five years at Electronic Art's Redwood Shores studio where he worked on Dead Space and The Godfather series. When he’s not rattling the walls at Valve with dangerously loud sound effects, Dave enjoys playing music, fly fishing, cooking, and Polaroid photography. A Seattle native, Dave is a graduate of California’s Ex'pression College.
Adrian Finol
Adrian Finol
Adrian landed in Venezuela from the planet Krypton, and began programming at an early age. Before Valve, Adrian contributed to several popular Half-Life mods and was also a founding member of the Front Line Force team. After years spent fighting Lex Luthor, Adrian went in search of the perfect donut. He finally found "Donut Nirvana," and now has the physique of a veteran games programmer.
Adrian landed in Venezuela from the planet Krypton, and began programming at an early age. Before Valve, Adrian contributed to several popular Half-Life mods and was also a founding member of the Front Line Force team. After years spent fighting Lex Luthor, Adrian went in search of the perfect donut. He finally found "Donut Nirvana," and now has the physique of a veteran games programmer.
Moby Francke
At Valve, Moby has been a character designer on Half Life 2 and the art lead on Team Fortress 2. Both titles benefited from his fine art training (with an emphasis on illustration). After graduating from the Academy of Art University in San Francisco, he worked at Lucas Arts as a conceptual designer, and taught figure painting at his alma mater.
Vitaliy A. Genkin
Vitaliy A. Genkin
Vitaliy grew up in the Soviet Union. He earned two Master's degrees (with honors) and a lieutenant rank. He solved thousands of differential equations systems, then architected and implemented software that has probably processed petabytes of binary data by now. And then, he moved to Santa Monica to help Sony lay the foundation for PlayStation-3. Vitaliy joined Valve in 2006 and helped us ship The Orange Box, our first Xbox 360 game. He went on to establish our matchmaking system, implement the PlayStation-3 version of our engine, and design and improve our numerous back-end systems.
Vitaliy grew up in the Soviet Union. He earned two Master's degrees (with honors) and a lieutenant rank. He solved thousands of differential equations systems, then architected and implemented software that has probably processed petabytes of binary data by now. And then, he moved to Santa Monica to help Sony lay the foundation for PlayStation-3. Vitaliy joined Valve in 2006 and helped us ship The Orange Box, our first Xbox 360 game. He went on to establish our matchmaking system, implement the PlayStation-3 version of our engine, and design and improve our numerous back-end systems.
Derrick Gennrich Steam Profile
Derrick Gennrich Steam Profile
For 10 years he played Counter-Strike and haunted game tournaments, such as the Cyberathlete Professional League Winter Championships. Now, he’s here at Valve. Derrick has been with the company for almost four years, assisting customers as part of our Steam Support team. His hobbies include animation, playing video games, running half-marathons for fun (Yes, he’s nuts!), and being a DJ.
For 10 years he played Counter-Strike and haunted game tournaments, such as the Cyberathlete Professional League Winter Championships. Now, he’s here at Valve. Derrick has been with the company for almost four years, assisting customers as part of our Steam Support team. His hobbies include animation, playing video games, running half-marathons for fun (Yes, he’s nuts!), and being a DJ.
Chris Green
Chris Green
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 nine years. These days, he's working on various pieces of graphics and game technology for Valve.
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 nine years. These days, he's working on various pieces of graphics and game technology for Valve.
Bronwen Grimes
Bronwen Grimes
At age 17, Bronwen took a break from high school to attend a post-graduate course in 3D animation. (Well, why not?) At the end of the program, she was both disappointed and delighted when a visiting industry professional told her she'd never make it as a character animator, and ought to think about becoming a technical director instead. Stunned to learn that there was a profession where you could create artwork and code, she embraced a career in technical art. Three years later, she'd collected enough credits in both disciplines from various institutions to graduate from Seneca College in Toronto, Canada, with a degree in Digital Media Arts. She promptly landed a job at Toronto's Pseudo Interactive and never looked back. Now at Valve, Bronwen gets to do a little bit of everything, just like she always wanted -- well, except for the animation. Which is probably for the best.
At age 17, Bronwen took a break from high school to attend a post-graduate course in 3D animation. (Well, why not?) At the end of the program, she was both disappointed and delighted when a visiting industry professional told her she'd never make it as a character animator, and ought to think about becoming a technical director instead. Stunned to learn that there was a profession where you could create artwork and code, she embraced a career in technical art. Three years later, she'd collected enough credits in both disciplines from various institutions to graduate from Seneca College in Toronto, Canada, with a degree in Digital Media Arts. She promptly landed a job at Toronto's Pseudo Interactive and never looked back. Now at Valve, Bronwen gets to do a little bit of everything, just like she always wanted -- well, except for the animation. Which is probably for the best.
John Guthrie
John Guthrie
Along with his buddy Steve Bond, John started Quake Command, the influential and popular Internet gaming site. John was also the co-creator of “Quake Airplane” and “Quake Kart,” and has constructed many of the chambers and corridors in Half-Life’s Black Mesa Research Center. Since joining Valve in 1997, John has designed levels for Half-Life, Half-Life 2, Team Fortress, Portal: Still Alive, and Portal 2.
Along with his buddy Steve Bond, John started Quake Command, the influential and popular Internet gaming site. John was also the co-creator of “Quake Airplane” and “Quake Kart,” and has constructed many of the chambers and corridors in Half-Life’s Black Mesa Research Center. Since joining Valve in 1997, John has designed levels for Half-Life, Half-Life 2, Team Fortress, Portal: Still Alive, and Portal 2.
Joel Hatfield
Joel Hatfield
Joel came to Valve in May 2011 to assist with front office and administrative responsibilities. Having a real estate background, he quickly investigated different organizational methods and operations to streamline all types of housekeeping chores to make sure the people behind the great games and services here at Valve are able to focus on what they do best.
Joel came to Valve in May 2011 to assist with front office and administrative responsibilities. Having a real estate background, he quickly investigated different organizational methods and operations to streamline all types of housekeeping chores to make sure the people behind the great games and services here at Valve are able to focus on what they do best.
Don Holden
Don Holden
While studying computer science at Cornell University’s College of Engineering, Don would disappear for months at a time - into his dorm room or “The SUG” (Cornell alums UNITE!). He was busy making computer games and graphics demos. His obsession helped him land a couple of summer gigs at Valve, where he worked, under the tutelage of Ken Birdwell and Chris Green, on making vrad.exe faster. After getting his Master’s degree, Don joined Valve full-time. He’s still working on graphics stuff.
While studying computer science at Cornell University’s College of Engineering, Don would disappear for months at a time - into his dorm room or “The SUG” (Cornell alums UNITE!). He was busy making computer games and graphics demos. His obsession helped him land a couple of summer gigs at Valve, where he worked, under the tutelage of Ken Birdwell and Chris Green, on making vrad.exe faster. After getting his Master’s degree, Don joined Valve full-time. He’s still working on graphics stuff.
Jason Holtman
Eric Hope
As Valve's Director of Business Development, Jason focuses on Steam distribution, Steamworks integration, and game development on the Source engine. Prior to joining Valve, Jason practiced law, specializing on intellectual property and technology issues. Having travelled all over world to meet with current and potential pa
Before joining Valve, Eric worked as a designer for Apple – working on products like Apple's iPod Classic, iPod Nano, Developer Forums, and WWDC iPhone app. These days, when he isn't designing at Valve, he can be found, sandpaper in hand, feverishly rounding the sharp corners off of anything within reach. If you happen to drop by one day and catch him doing so, perhaps in the wee hours of the morning, he will guiltily offer you a tract detailing the life and work of Dieter Rams.
Brandon Idol
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 earn