[b]Source:[/b] [URL="http://www.valvetime.net/threads/valve-opening-studio-in-san-francisco.242933/"]ValveTime.net[/URL]
Valve is opening a new studio in San Francisco, says a former PopCap programmer. Last month, Valve had acquired Star Filled Studios, a two-man development team that was founded by ex-PopCap and Blizzard employees, Jeff Gates and Tod Semple. According to Tod's LinkedIn profile, the acquisition happened sometime last November and Valve is currently in the process of expanding.
This isn't the first acquisition in Valve's history. In early 2008 they acquired another California-based company, Turtle Rock Studios, and took over the development of Left 4 Dead. But that studio was eventually closed later that year and the employees were relocated to Valve HQ in Bellevue. Mike Booth reopened TRS in 2010, but he's kept it independent since then.
There's no indication as to what Valve will be using their new San Francisco offices for or how large it will be initially, or anything like that. We've reached out to Valve for more information, so we'll get back to you if we hear from them.
Maybe they'll start working on HL3 then
Must get internship at Valve San Francisco
First San Francisco, and then...THE WORLD.
[QUOTE=Mio Akiyama;38823518]Must get internship at Valve San Francisco[/QUOTE]
they don't do internships
[QUOTE=Foda;38823605]they don't do internships[/QUOTE]
Actually, they do. I was told that they sometimes recruit programmers from local schools and they hire a few on every now and then.
[QUOTE=smashitup;38823644]Actually, they do. I was told that they sometimes recruit programmers from local schools and they hire a few on every now and then.[/QUOTE]
I'm almost certain that when they recruit these guys from local schools (DigiPen and whatnot, not high schools) they take them in as employees
I was told by a software developer at Valve that they do internships. Can't remember if that's the exact word he used, but that's essentially what he told me. One summer they had some number of programmers come in for a while and they hired on about two in the end.
You're right though about that, but I'm talking about something else.
[QUOTE=smashitup;38823800]I was told by a software developer at Valve that they do internships. Can't remember if that's the exact word he used, but that's essentially what he told me.
You're right though about that, but I'm talking about something else.[/QUOTE]
damn son, if that's true I'd seriously consider moving to the US for a bit to try my luck
Working for valves art team has been a life goal of mine for about 5 years now
but sometimes I think I'll never be worth their time
so it's gonna take a while
[QUOTE=Hawt Koffee;38823901]Working for valves art team has been a life goal of mine for about 5 years now
but sometimes I think I'll never be worth their time
so it's gonna take a while[/QUOTE]
Keep on trying man, I'm sure you'll make it.
Im lucky to live in Bellevue.
[QUOTE=Hawt Koffee;38823901]Working for valves art team has been a life goal of mine for about 5 years now
but sometimes I think I'll never be worth their time
so it's gonna take a while[/QUOTE]
Have you ever sent an application in to them? Can't know until you try.
[QUOTE=UntouchedShadow;38824041]Have you ever sent an application in to them? Can't know until you try.[/QUOTE]
Most of VALVe employees are scouted by its own employees.
And I dunno how many Concept / Art directors they want / need right now.
[QUOTE=Hawt Koffee;38823901]Working for valves art team has been a life goal of mine for about 5 years now
but sometimes I think I'll never be worth their time
so it's gonna take a while[/QUOTE]
You should post your stuff all up in this thread so we can see it and give advice and whatnot
[url]http://www.facepunch.com/showthread.php?t=1232428&page=2[/url]
[QUOTE=Hybrid 4F;38823390][b]Source:[/b] [URL="http://www.valvetime.net/threads/valve-opening-studio-in-san-francisco.242933/"]ValveTime.net[/URL]
This isn't the first acquisition in Valve's history. In early 2008 they acquired another California-based company, Turtle Rock Studios, and took over the development of Left 4 Dead. But that studio was eventually closed later that year and the employees were relocated to Valve HQ in Bellevue. Mike Booth reopened TRS in 2010, but he's kept it independent since then.
[/QUOTE]
The year that valve destroyed l4d :D with his casual shit
Valve, why cant you come to Tampa? D:
[b]Gabe Newell:[/b] "The guys who did PvZ, down in the Bay Area, we’re helping them set up a Valve subsidiary there."
[b]Source:[/b] [URL="edge-online.com/news/gabe-newell-confirms-valve-opening-san-francisco-subsidiary-after-acquiring-plants-vs-zombies-devs-startup"]Edge Online[/URL]
[QUOTE=glitchvid;38824310]Most of VALVe employees are scouted by its own employees.
And I dunno how many Concept / Art directors they want / need right now.[/QUOTE]
Well Viktor antonov left valve so maybe you could take his place?
come over to the east coast please.
[QUOTE=Robertto;38827024]The year that valve destroyed l4d :D with his casual shit[/QUOTE]
wat
L4D was their game. They liked, bought TRS and made it.
[QUOTE=Robertto;38827024]The year that valve destroyed l4d :D with his casual shit[/QUOTE]
What?
[editline]14th December 2012[/editline]
[QUOTE=SexualShark;38827426]Valve, why cant you come to Tampa? D:[/QUOTE]
Software devs go to where the highest amount or resources are and where they will save the most money. Washington State, California, Austin Texas area, Cary/Rayleigh NC, various locations in the North East.
[URL]http://www.joystiq.com/2012/12/14/report-valve-acquires-star-filled-studios-opening-office-in-sa/[/URL]
[QUOTE]We got a response from Valve's Doug Lombardi, who did confirm that Valve hired both Tod Semple and Jeff Gates; however, he did wish to clarify this doesn't necessarily mean Valve is opening up an office in San Francisco, despite what Semple's LinkedIn profile says. 'As a point of clarification, this is probably better categorized as Valve hiring two new employees instead of an acquisition of a company or opening of a Valve SF office'[/QUOTE]
[QUOTE=Smashman;38832422]wat
L4D was their game. They liked, bought TRS and made it.[/QUOTE]
TRS helped do a significant amount of work, on both CS:S and L4D.
Notice the model and animation styles, TRS had a really nice art-style compared to what L4D2 and CS:GO took.
[QUOTE=Smashman;38832422]wat
L4D was their game. They liked, bought TRS and made it.[/QUOTE]
[QUOTE=glitchvid;38834581]TRS helped do a significant amount of work, on both CS:S and L4D.
Notice the model and animation styles, TRS had a really nice art-style compared to what L4D2 and CS:GO took.[/QUOTE]
No joke, when Valve came up with L4D2 they decided "Fuck you" to TRS and made every animation dissapointing
Valve worked with Hidden Path Entertainment on CS GO. So, yes, it looks different with its art style.
And I think L4D2 had similar animations like L4D. For me, L4D2 wasn't dark as L4D, but I liked it to be so different, so both games have a
charm for themselves.
[QUOTE=Delta616;38832501]What?
[editline]14th December 2012[/editline]
Software devs go to where the highest amount or resources are and where they will save the most money. Washington State, California, Austin Texas area, Cary/Rayleigh NC, various locations in the North East.[/QUOTE]
First they removed graphic effects like illumination
Beta muzzle flash : [img]http://i.imgflip.com/916f.gif[/img] [url]http://www.youtube.com/watch?v=rbRTGLWV1ME[/url]
Current l4d muzzle flash: oh wait the effect went removed
They reduced view distance and added tons of fog, and brighter maps designs.
And removed weapon cocking ([url]http://www.youtube.com/watch?v=66Nidu4IH7A[/url]) because it was too hard! and casual people just want to shoot all the time.
Characters were better dressed for the apocalypse, and l4d1 is not that bad but in l4d2 they look like rednecks dumbasses with weapons
And all this happened in 9 months, exactly when valve bought turtle rock studios.
And finally we have l4d2! even more stuff downgraded or removed from previous game [url]http://www.youtube.com/watch?v=EFj7nqPFFTQ[/url]
Half Life 3 confirmed.
[QUOTE=Robertto;38840363]First they removed graphic effects like illumination
Beta muzzle flash : [img]http://i.imgflip.com/916f.gif[/img] [url]http://www.youtube.com/watch?v=rbRTGLWV1ME[/url]
Current l4d muzzle flash: oh wait the effect went removed
They reduced view distance and added tons of fog, and brighter maps designs.
And removed weapon cocking ([url]http://www.youtube.com/watch?v=66Nidu4IH7A[/url]) because it was too hard! and casual people just want to shoot all the time.
Characters were better dressed for the apocalypse, and l4d1 is not that bad but in l4d2 they look like rednecks dumbasses with weapons
And all this happened in 9 months, exactly when valve bought turtle rock studios.
And finally we have l4d2! even more stuff downgraded or removed from previous game [url]http://www.youtube.com/watch?v=EFj7nqPFFTQ[/url][/QUOTE]
nobody gives a fuck about minuscule details that don't detract whatsoever from the actual game
[QUOTE=Meatpuppet;38843182]nobody gives a fuck about minuscule details that don't detract whatsoever from the actual game[/QUOTE]
I do because there's something called immersion
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