[QUOTE=TBleader;20635731]I would but I do not know their address nor his name so they know what to do with it. Use brain :smile:[/QUOTE]
Just send it to the Valve headquarters. I'm sure it'll find it's place.
PO BOX 1688
Bellevue, WA 98009
[QUOTE=UserDerth;20630003]Could you answer mine and lex's question?
Oh and not to be a bother, I actually did add you but you ignored me. And i added you because i needed help with map making. Steam: Captainjack21 Nick: -lWaDl- Jnr. Crabox.[/QUOTE]
Would you leave this man alone? You've been asking the same question for the past 3-4 pages. Take a hint! On-Topic. Thanks PersonGuy. Valve is one of the only studios I've ever seen to keep it real with their community. The fans know who make the games and the developers reply. I have a question. How do you guys actually get a game idea? Are you all sitting around drinking tea one day and decide to just make a game with Portals? How did it all come together?
[QUOTE=UserDerth;20615742]Ok i will send my Orange box CD case. :D
And what is the Valve address again? And your name so they know who its for.[/QUOTE]
Jeep Barnett (pretty sure on this)
PO BOX 1688
Bellevue, WA 98009
EDIT: Also remember that he can't answer all of your questions because he DID sign one of those forms that makes it illegal if you spill secrets
[QUOTE=FFStudios;20636776]Jeep Barnett (pretty sure on this)Also remember that he can't answer all of your questions because he DID sign one of those forms that makes it illegal if you spill secrets[/QUOTE]
[B]
This.[/B]
You guys are even lucky to begin with that he's here and loving us.
I wish to hug everyone who helped on Portal and Portal 2, apart from Gabe, I'm scared that the canibalism jokes are true.
You have confirmed my ambition in life, a job as a programmer at Valve.
Thank you for the inspiration.
[editline]06:58PM[/editline]
[QUOTE=Pandamobile;20614843]She's an android. Don't you remember the promise of Android Hell in Portal?[/QUOTE]
That's a reference to GLaDOS's first line of dialogue as you enter that test chamber.
[quote]"Due to mandatory scheduled maintenance, the appropriate chamber for this testing sequence is currently unavailable. It has been [b]replaced with a live-fire course designed for military androids[/b]. The enrichment center apologizes for the inconvenience and wishes you the best of luck."[/quote]
Because it's a test chamber intended for androids, you hear what an android would hear upon completing that test.
[QUOTE=PersonGuy;20622812]
I haven't watched broadcast TV in a long time, but on DVD/Netflix I love Curb Your Enthusiasm and [B]Dexter[/B].[/QUOTE]
:dance:
I wonder how people turn out to be just a private beta tester for certain games. They must to have to keep so many secrets...
[QUOTE=ColinSSX;20637710]You have confirmed my ambition in life, a job as a programmer at Valve.
Thank you for the inspiration.
[editline]06:58PM[/editline]
That's a reference to GLaDOS's first line of dialogue as you enter that test chamber.
Because it's a test chamber intended for androids, you hear what an android would hear upon completing that test.[/QUOTE]
We can also assume Chell used to work for Aperture based off of the line "Don't forget the Aperture Science 'bring your daughter to work day' is the perfect time to have her tested"
Because GLADoS is the seemingly infinite-knowledged being she is, she would not have said a message like that for a non-worker because it would make no sense.
But this thread isn't about Portal conspiracies. Continue on.
[QUOTE=Andreewww;20632795]Hey, what are you making music with?[/QUOTE]
For recording: a collection of random stuff. Hammerhead for simple drum machine, SimSynth2 to make some electronic sounds, Audition to glue it all together. I usually use a lot of samples (sometimes stuff I just record on a big tape deck I carry around), but each song is kind of it's own experiment for exactly how I approach it. The last thing I recorded was a soundtrack for Base Invaders, which turned out alright. [url]http://jeepbarnett.com/baseinvaders/base_invaders_ost.zip[/url]
For live stuff I jam with a few guys on occasion. I've been mostly playing bass for the past few years... still getting used to my fretless 5 string acoustic bass guitar. Sometimes I jam with drum machines or my Kaossilator. I also have a banjo, but never learned much past the basics.
[editline]05:56AM[/editline]
[QUOTE=Alyx Zark;20636396]How do you guys actually get a game idea? Are you all sitting around drinking tea one day and decide to just make a game with Portals? How did it all come together?[/QUOTE]
For Narbacular Drop our team had a private forum. All through our junior year if anyone had an idea they'd type up a paragraph or 2 and post it. Then everyone else would discuss it and connect it with other ideas that had been tossed around. The portal thing evolved for about 3 months among 50 other game ideas. We eventually narrowed it down to a combination of things that became Narbacular Drop. Basically, we realized that we should simplify our design to 1 and only 1 core idea, and focus everything in the game around that feature.
[QUOTE=PersonGuy;20643239]
For Narbacular Drop our team had a private forum. All through our junior year if anyone had an idea they'd type up a paragraph or 2 and post it. Then everyone else would discuss it and connect it with other ideas that had been tossed around. The portal thing evolved for about 3 months among 50 other game ideas. We eventually narrowed it down to a combination of things that became Narbacular Drop. Basically, we realized that we should simplify our design to 1 and only 1 core idea, and focus everything in the game around that feature.[/QUOTE]
Narbacular Drop was a great game, and I played it like Portal until my brother pointed out that Wally's portal mouths can be created by looking through an open mouth. Then I just stayed at an earthen wall and portalled my way to the end. Speaking of which, can the last level be beaten, or does it end in the dungeon?
It must be pretty awesome working at Valve, but,
Is there anything you dislike about working at Valve? There must be something you dislike, everyone has something they don't like about their job :v:
And also, are you chosen for projects or do you choose? As an example, if they were making Half-Rot 2 and Blacktar 2, do you have the power to say "I want to help make Half-Rot 2!", or do they just choose you if they want your help with a certain game? I suppose you must have some sort of control over what games you work on, although I'd like to know exactly how people are chosen for projects and if you can work on whatever you want.
Q: Do you enjoy answering all these questions by the community? :v:
Visit [url=http://gameinformer.com/b/features/archive/2010/03/08/narbacular-drop.aspx]here[/url] for more PersonGuy. :v:
Please answer this question
(if you can)
Does Portal2 contain a new engine or a modified version of the orange box?
I'm dieing to know D:
[QUOTE=ZapDing;20647135]Please answer this question
(if you can)
Does Portal2 contain a new engine or a modified version of the orange box?
I'm dieing to know D:[/QUOTE]
Of course it'll use the Source engine. But just as the change from Source to Source 2007/Orange Box engine. It'll include (major) changes. Same with L4D2 having a better engine than the OB-engine.
Left 4 dead's engine was nothing special, it just had new textures/models/other things, no MAJOR updates.
Apart from NAV and the AI director but that's code-side.
[QUOTE=ZapDing;20647135]Please answer this question
(if you can)
Does Portal2 contain a new engine or a modified version of the orange box?
I'm dieing to know D:[/QUOTE]
It would probably be an upgraded source engine, considering every other source game sequel has had it
It probably will be but I'll cease to believe it until it's confirmed :3:
We have a (fairly new) student group here at the university of Delft that concentrates on game development. Joined it a month ago. We're still building up our workspace, and one of the biggest issues is that we to give new members or random visitors something to do when they join one of our evening meetups.
Think I'll try to persuade them to set up a private forum soon, just like you guys had, to share and discuss random game ideas. Hopefully we'll get some nice projects running soon. The Dutch game industry might not be that big yet (Killzone is one of the few blockbuster titles produced here) but a lot of students have the ambition to change that.
The success you guys had is great inspiration for others. Keep on rocking!
You're doing a great thing both where you work and here, hanging out with the community. Thanks.
I went into CS in college with the intent of game development, but realized fairly soon that game development is not as fun as it sounds to me (crunch time, ugh). Of course if you're working with Valve, I'm sure it's not too bad. But big corps like Square must be hell. I wanted to work for Square when I was young. I'm in web development now, and the only companies I would consider working for is Valve or Free Radical (RIP more or less). I work on various side projects of my own (like a MUD) but have never gotten into professional game dev.
Again, thanks for what you've done.
-Zeno McDohl
why are you guys asking whether they'll use their latest stuff or whether they'll use an outdated engine? that's retarded
I don't know who you are... But I like you :3:
[QUOTE=NeoDement;20648845]why are you guys asking whether they'll use their latest stuff or whether they'll use an outdated engine? that's retarded[/QUOTE]
Of course they will. I want to know what changes were made (ie: dynamic lighting, etc) or behind the scenes stuff (ie: particles are rendered by x where they were done like y in portal 1, etc), or is that stuff going to be in the commentary?
I'm working on a serious source mod, called [url]Operation Lambda[/url]. Right now we just started, but we have a clear storlyline and a huge will to take this to something excellent. Our team is composed by 32 developers, and I'm the lead mapper. I am interested about how you people at Valve decide how the storyline unwraps, and add detail to it. Right now our approach is to have a basic storyline written down, and then draw map layouts (I draw them in Photoshop, what do you guys use? I'm really interested in new solutions), and based on how they look, we apport modifies to the original storyline. I'm not really convinced about this method tho, because we've only designed the first map and the story already changed a lot.
If you know anything about this, I'd be really glad to hear your answer :)
And thanks for all the games you personally brought us, expecially Portal. It was my first pc game :D
PersonGuy
Can you show Gabe this video?
Please
[media]http://www.youtube.com/watch?v=GGIsj46BnQU[/media]
Hey PersonGuy, what are your favorite Valve games and what are your favorite non-Valve games?
[QUOTE=IceCKryss;20643755]Narbacular Drop was a great game, and I played it like Portal until my brother pointed out that Wally's portal mouths can be created by looking through an open mouth. Then I just stayed at an earthen wall and portalled my way to the end. Speaking of which, can the last level be beaten, or does it end in the dungeon?[/QUOTE]
We didn't have time to finish the game or that last boss battle. The final room is the end.
I have a question. Who is your favorite co-worker? You can tell us! Surely there is someone on the team you work with best.
[QUOTE=Tyvak;20645019]It must be pretty awesome working at Valve, but,
Is there anything you dislike about working at Valve? There must be something you dislike, everyone has something they don't like about their job :v:[/QUOTE]
Right now we're out of Gatorade. :(
[QUOTE=Tyvak;20645019]And also, are you chosen for projects or do you choose? As an example, if they were making Half-Rot 2 and Blacktar 2, do you have the power to say "I want to help make Half-Rot 2!", or do they just choose you if they want your help with a certain game? I suppose you must have some sort of control over what games you work on, although I'd like to know exactly how people are chosen for projects and if you can work on whatever you want.[/QUOTE]
Well, I won't tell you "exactly"... because it's complicated. But basically everyone chooses what they want.
[editline]06:08AM[/editline]
[QUOTE=BurningPride;20645452]Q: Do you enjoy answering all these questions by the community? :v:[/QUOTE]
Sure, it's pretty fun.
[editline]06:13AM[/editline]
[QUOTE=Reg;20649906]I'm working on a serious source mod, called [url]Operation Lambda[/url]. Right now we just started, but we have a clear storlyline and a huge will to take this to something excellent. Our team is composed by 32 developers, and I'm the lead mapper. I am interested about how you people at Valve decide how the storyline unwraps, and add detail to it. Right now our approach is to have a basic storyline written down, and then draw map layouts (I draw them in Photoshop, what do you guys use? I'm really interested in new solutions), and based on how they look, we apport modifies to the original storyline. I'm not really convinced about this method tho, because we've only designed the first map and the story already changed a lot.
If you know anything about this, I'd be really glad to hear your answer :)
And thanks for all the games you personally brought us, expecially Portal. It was my first pc game :D[/QUOTE]
For the first 1/3rd of developing Portal we didn't have any story... just the test lab setting. We focused on the gameplay. Once we had that nailed down, we used the gameplay (a small resource) constraints to decide what kind of story we could tell. Then we got Erik Wolpaw, the funniest man on the planet, and he magically made the story awesome. In other words... everything just fell in to place... I don't know how we did it or what is the right way. :/
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