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Valve's Design Process for Creating Half-Life 2
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SKU GDC-06-087
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Description
Valve's Design Process for Creating Half-Life 2,
1633

Production, Lecture

Brian Jacobson
Senior Programmer, Valve Software

David Speyrer
, Valve Software
Valve used a method of decentralized design, the “Cabal” process, to create HALF-LIFE. For HALF-LIFE 2, owing to the larger scope and scale of the project, they changed that process into an even more decentralized method employing three nearly-independent design teams (each responsible for roughly a third of the game), an art team, a sound team, and a story/acting team. This process introduced some interesting challenges: How to manage and reduce the cost of interdependencies among the six teams? How to allow each team to apply important constraints to the design? How to create a consistent design of high quality? The talk covers the answers to these questions and how Valve made this unique design process work.

Valve's method of decentralized design, the “Cabal” process, used successfully to create Half-Life and how it is applied for Half-Life 2.

There is no prerequisite knowledge necessary for understanding this session. Attendees who would benefit most from this talk would be those who drive production process and schedules in their own companies, although the talk is intended for anyone interested in the production process.

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