Half-Life: 25th Anniversary Documentary

Half-Life: 25th Anniversary Documentary

Valve

0:10 KAREN LAUR: You just go over the mountains over here, and you're in high desert.

0:14 You get past Ellensburg, and it's high desert.

0:16 So I spent a lot of time out there getting reference.

0:20 Most of the reference came from Eastern Washington.

0:23 I did a drive out to the Columbia Gorge and took a lot

0:26 of photos and also a lot of just reference imagery of just like,

0:29 hey, this is what desert looks like, and big cliffs and stuff like that.

0:34 That drive was two days.

0:36 It was eight hours down, eight hours back.

0:39 And I'm not even sure I spent the night.

0:41 I did, I must have done, spent the night down there.

0:43 So while it was definitely made for the Southwest,

0:47 the local reference was out in the Columbia Gorge.

0:51 ANNOUNCER: Good morning, and welcome to the Black Mesa Transit System.

0:55 This automated train is provided for the security

0:59 and convenience of the Black Mesa Research facility personnel.

1:40 My name is Mike Harrington.

1:41 I was a co-founder at Valve.

1:43 I wasn't really used to big companies.

1:45 When I started at Microsoft, it wasn't that big.

1:48 It was like 1500 people, like a big high school.

1:51 Nine years later it was significantly bigger.

1:53 And I was like, oh, this place is too big.

1:55 And, you know, that was still like 1996.

1:57 So they had a long ways to go.

1:58 I told my managers like a year before, like, I'm leaving.

2:01 I'm leaving in a year, and I'm gonna start a game company.

2:03 And the first person I talked to was a good friend of mine, Michael Abrash.

2:07 But at that time, he was trying to do something within Microsoft.

2:10 And by the time it made sense, John Carmack had convinced him to go work at id,

2:15 so how could he say no to that?

2:17 And then I was having lunch with Gabe and I said, Gabe, I'm leaving.

2:21 I'm just gonna leave, and I'm gonna start a game company.

2:23 He goes, I wanna leave.

2:24 I wanna start a game company.

2:26 I go, alright.

2:26 And that was it.

2:28 On the surface, we should have failed, and realistically,

2:31 both Mike and I thought we would get about a year into it,

2:34 realize we'd made horrible mistakes,

2:36 and go back to our friends at Microsoft and ask for our jobs back.

2:40 But we did think that we knew a fair bit about software development,

2:44 that there were expertise that goes into it.

2:47 I think we also had some pretty clear ideas of how to design a company, right?

2:51 So when we were building Half-Life,

2:53 we were also designing Valve at the same time.

2:56 We had no plan, except for by then, like I mentioned,

3:00 Michael had gone to id, and he said, oh, you're starting a game company.

3:05 You have to use our engine.

3:07 So Gabe and I flew down to Mesquite to meet id.

3:11 We spent a good deal of time with John Romero, and he told us like,

3:15 this is what you need to do to start a game company.

3:17 You need to go out and hire some level designers and do that kind of thing.

3:20 And we kind of understood the engineering part.

3:23 And then, because we were Michael's friends,

3:25 we walked away with the source code to Quake that day.

3:28 We had no contract yet.

3:30 We had kind of an idea of what it could be, and they just gave us a CD.

3:33 And we had kind of the crown jewels of id.

3:37 And that, you know, game on.

3:44 DAVE RILLER: I think most of us had no game development experience.

3:48 We were either amateurs working in our homes at night for fun, or we,

3:52 some people were from the software world, but they had never worked on a game.

3:56 I think we had three or four people in the entire

3:58 company who had actually shipped a game when we started Half-Life.

4:01 We have to figure out what is Valve's first game.

4:04 So we have to come up with an IP.

4:06 So everything is done from scratch.

4:07 Gabe came into the office, and he said, I read this story.

4:10 I read this Stephen King story called The Mist.

4:12 You know, it's Stephen King.

4:13 It's got monsters, people in a grocery store, fog comes in, monsters in the fog.

4:18 Use your imagination.

4:19 We didn't wanna write that as a game.

4:21 That wasn't really the point.

4:22 But it was just the tension and how it felt.

4:26 Well, it was interesting.

4:27 At first we had two games.

4:29 Greg was working on Prospero, and then Half-Life was originally called Quiver.

4:33 My job was then build a team and figure out another game for us to build.

4:39 That'll be the second game Valve ships.

4:40 What features should it have?

4:42 How is it gonna be different from a normal first person shooter?

4:46 Every time the engine got a feature for Prospero, Half-Life stole it.

4:49 And then Half-Life just started getting visually more impressive and cooler.

4:55 And eventually it just, yeah.

4:57 Because it was gonna ship sooner, it just stole the resources from Prospero.

5:01 And Prospero just faded away.

5:04 So it had this character who had like a floating orb,

5:06 and it had, wanted to have some effects on it.

5:10 This kind of magical energy something.

5:12 And so I worked with them on that and came

5:15 up with the first version of the beam effects.

5:18 And they were using it.

5:20 They were happy with it.

5:21 And then people on Half-Life are coming over and are like, what is that?

5:25 Where did, how did you do that?

5:27 So very quickly that got into Half-Life.

5:29 The disaster sequence has kind of beam effects all over it.

5:33 And we ended up using it for the Vortigaunts.

5:36 [GUNSHOTS] [VORTIGAUNT YELLING]- There were a bunch of things that we were doing

5:42 that we thought would help us tackle the problem of what video games were.

5:45 And what video games were were a rapidly changing field where at the time,

5:49 90% of video games failed to turn a profit.

5:53 And a few percentage of them were, were very, very profitable, right?

5:57 So it was a field that really valued talent.

6:01 Like I said, Gabe and I brought some people,

6:03 and then from there on out, we had to hire people.

6:05 And, Romero said you got to hire level designers.

6:08 So we found some people who had industry experience.

6:12 Worked on Rise of the Triad first as a pixel artist,

6:15 and then went with Duke Nukem, and then everything just went nuts.

6:19 But I was sitting in my office one day, and my phone rang just out of the blue.

6:22 And I pick it up, and it's this recruiter.

6:24 Eventually he hooked me up with Gabe, and they flew me up here.

6:27 It was a big surprise.

6:29 But then we started looking.

6:30 The nice thing that we had is we had a whole

6:33 bunch of people in the world who had been working on mods.

6:36 And so we could start looking at those folks,

6:39 and that's where we hired a lot of our designers.

6:42 Steve and Guthrie, Steve Bond, John Guthrie were my favorite hires by far.

6:49 Other than Doug.

6:51 [LAUGHING] Gabe sent them an email and they're like, who is this scammer?

6:56 Never heard of these guys.

6:57 Just kids.

6:58 Like barely 20, I swear.

7:00 And they show up, and they're just the most creative, brilliant—- Clever.

7:05 Oh, fucking clever.

7:06 Steve had the magic ability to make stuff fun.

7:10 The fact that those guys had been hired

7:13 to go work on some game for some company,

7:17 I think that was the start for a lot of people that something

7:20 cool is gonna happen because those guys were already doing stuff that was cool.

7:25 MIKE: And then Marc showed up and like, Marc actually knows how stories work.

7:29 You know, beginning, middle, end and all this stuff.

7:31 And he had all sorts of great ideas.

7:34 And he also would just bring good ideas out of everybody else as well.

7:39 Like the person who wrote more code on Half-Life was a chemistry

7:44 major who decided to be an IP lawyer in Atlanta, right?

7:48 And he ended up writing more code than anybody else.

7:50 Or the creature designer for most of the AI for the creatures

7:53 in the game was a manager at a Waffle House.

7:56 It's not like there are a bunch of people that you could say,

7:59 oh, this person has a PhD in video game design.

8:03 It was that combination of both finding those people when it wasn't

8:07 necessarily easy to find them at that stage in the video game industry,

8:10 and then also convincing them that it was

8:12 a better place to work than anybody else.

8:39 One of the things that I definitely learned was how to hire engineers.

8:44 And, you know, we needed some engineers.

8:46 For us anyway, we had licensed id's engine.

8:48 You know, we were using the Quake Engine.

8:50 And one of the things me and some of the other engineers, probably Ken,

8:54 were talking about was if it would be possible to use the save

8:59 system to kind of like join our levels together in a really seamless way.

9:03 So you'd get to the end of the level, save stuff,

9:06 and then load some of it on the next level

9:08 and have it just feel like the world's all connected.

9:12 And so we had like every once in a while,

9:14 a hallway or the train would get to a point,

9:17 and you would have a little stop for the level to transition.

9:20 And so he wrote that code leveraged on top

9:22 of just the save load code to do the transitions.

9:24 And I think in Half-Life 1 we got, most of the transitions were a second or two.

9:29 I remember when we went from 8-bit to 16-bit, like, hey,

9:32 we don't have to have all our textures fit in a certain 256 colors.

9:37 That was a huge liberation.

9:39 JAY: The two tech investments we made for Half-Life was

9:43 to get to 16-bit color and skeletal animation for all the monsters.

9:47 But at the time it was completely revolutionary.

9:50 Your Quake characters were, it's like a text file of vertex positions over time.

9:55 I wanted so much more animation,

9:57 and I wanted to the animators to to have the freedom to put in 100,

10:02 200, 500 frame of animation if not more.

10:06 And then you can do all sorts of other things because you have a skeleton.

10:08 So it's like, oh, I can hook on a gun to a character.

10:12 I can start to make changes of characters and replay

10:15 the same animation or reuse most of the same model.

10:18 So it can swap out heads, we can swap out this, we can swap out whatever.

10:22 Like all the technology that went into the game to make

10:24 it as fun as it is was not available one generation before.

10:30 So licensing the Quake engine, which was very mature and had level designers

10:36 who'd grown up just goofing around with it.

10:38 I wasn't into heavily into scripting since back into Doom.

10:41 Like my old Doom levels have a lot of weird, odd events in them.

10:44 I think I asked Ken, is it possible that I could have

10:47 access to the character's animation, like a trigger,

10:50 like what I mentioned, I could make the guys go into an animation,

10:52 I could make them run, and then I would configure everything.

10:55 It was all hack.

10:56 This is total hacky stuff.

10:58 And that is mostly what I built.

11:00 It was like things like characters reacting

11:01 and jumping out or made to look like.

11:03 Or I'd push, I'd use a push brush to throw

11:06 a headcrab out to make it look like it launched at something.

11:08 CHUCK: Or if a loud sound happened— BRETT: They would respond, yeah.

11:11 CHUCK: Would cower.

11:12 KEN: So Gabe's dictate was, as you walked forward,

11:15 something needs to happen like every three to five seconds.

11:19 The player stands still...

11:20 DOUG: Didn't have to be much.

11:21 KEN: ...the universe can be quiet.

11:22 But if they move forward, if they're active,

11:25 the universe needs to play back something needs to do something,

11:28 even if it is a scripted sequence or— DOUG:

11:32 Or even just a interesting sign or something.

11:34 KEN: A sign, or a sound, or some vignette or something.

11:38 So I came up with this interaction method where you could do little

11:42 AIs where the characters would talk and interact with you a little bit.

11:45 And then we wanted to do spectacle,and that was

11:48 scripted sequences where you could tell a character,

11:51 you need to run here and then jump into this animation,

11:54 and then have a bunch of you all synchronize your animation.

11:58 'Cause it's somebody flying through the air,

12:00 they're smashing something, or they're doing something like that.

12:02 DOUG: Yeah.

12:03 And then test it and then figure out like, oh, this is real easy to break.

12:06 That was the roughest thing about scripted sequences where we'd

12:10 have like a headcrab jumping on a scientist or something.

12:13 And it's like, yeah, it works totally fine 90% of the time,

12:16 but some people just sprint right at the scientist.

12:19 And sometimes we had to put 'em behind glass.

12:21 KEN: Sometimes getting the level designers,

12:24 making the player want to do the thing that gives

12:28 them the most fun is a very subtle art.

12:31 CHUCK: The tentacle sequence is probably the one I remember the most.

12:34 BRETT: You're playing it, right?

12:36 That was the first time I think they melded together with play so closely.

12:39 CHUCK: Because you had your trigger, and we wanted it to be triggered.

12:41 So by the time you start to see it,

12:43 you see the scientist flying through the air and hitting the wall.

12:46 Then you could, you could look in, and you

12:48 could see the scientist being carried away.

12:51 The tentacle itself is separate.

12:52 It's on its own.

12:53 And you bring the two together, mesh 'em together, and boom.

12:56 BRETT: It felt so seamless though.

12:57 And that for me was like, moments like that.

12:59 And that might've been the first one is when you start to see

13:02 the the scripted events and play start

13:04 to blend a little bit more than just ambience.

13:09 For god's sake, open the silo door.

13:11 They're coming for us!

13:12 It's our only way out.

13:14 Oh my God, we're doomed.

13:18 DAVE: I remember Brett in particular had done some of the lab scenes where

13:21 scientists would walk from one area to another and just look at a monitor.

13:25 And they just, it gave them a little bit of life.

13:27 A ton of the work that went into that area was

13:29 because we knew it was gonna be the beginning in the game,

13:32 and we really needed to make it a vibrant and interesting,

13:36 fun place to be and explore.

13:38 So originally they were designed to sort of be behind glass.

13:41 They were just designed to be spectacle.

13:43 Yeah.

13:44 Little vignettes.

13:44 And then all of the level designer's like, no,

13:46 no, I'm gonna put that right in front of you.

13:48 And I'm like, oh God, how am I supposed to make this work?

13:51 It's not supposed to do it.

13:53 Get away from there, Freeman.

13:54 I'm expecting an important message.

13:56 -The run speed for the player was so insane.

13:59 KEN: Yeah.

13:59 DOUG: It was like, what, 25 miles an hour or something?

14:02 KEN: It was sprinting.

14:03 It was.

14:03 DOUG: You could get so far, so fast.

14:06 And so you'd either have to make the script a sequence

14:10 like so quick that you could barely see what's happening.

14:14 Most people weren't looking in the right place anyway, so, you know,

14:17 you'd have to like get their attention with like

14:20 a particle or a sound or lighting or something.

14:23 And then you wanted them to see what was happening.

14:26 But when we playtested,

14:28 and it's like a scientist was like being pulled into a vent or something,

14:33 like people wouldn't just stop and be like, oh.

14:35 Sometimes they would, they'd be like, oh wow, look at that.

14:38 They'd just like, just run straight ahead and just start shooting.

14:42 It's hard when you think back to it to recognize

14:45 that those kind of interactive moments were so new.

14:48 Like people just hadn't seen them.

14:51 KEN: It was worth it because no other games were doing that.

14:54 No other games had that interactivity.

14:56 No other games had that spectacle playing out in front of you.

15:00 And it just added that whole feel of Half-Life.

15:09 Gabe had started to develop this theory around interactivity,

15:14 and the environment needed to let you do what you wanted and then react to it.

15:20 So if you did something, if you shot your gun,

15:23 there needed to be a bullet hole in the wall.

15:25 If you did a thing people needed, you know, other characters needed to react.

15:30 The world is acknowledging you exist.

15:32 The world is acknowledging all of your actions.

15:35 And that's a huge part of reinforcement.

15:37 [SIREN] [GUNSHOT]- And you'd have these conversations where you'd

15:42 be sitting in a design review and somebody'd say, that's not realistic.

15:45 And you're like, okay, what does that have,

15:47 like, explain to me why that's interesting.

15:49 Because in the real world,

15:51 I have to write up lists of stuff I have to go to the grocery store to buy.

15:55 And I have never thought to myself that realism is fun.

15:58 I go play games to have fun.

15:59 And so we had to come up with some notion of what fun was.

16:03 We knew it was an ad hoc definition, and it was the degrees to which the game

16:09 recognizes and responded to the players' choices and actions, right?

16:12 In behavioral science, you would say we were explicitly talking about

16:15 what were reinforcers and what the reinforcement schedules were.

16:18 Right?

16:18 At that point in time, that was a useful way of making design decisions.

16:23 [METAL CREAKING] The point I would make is, if I go up to a wall and shoot it,

16:28 to me, it feels like the wall is ignoring me.

16:31 I'm getting a narcissistic injury when the world is ignoring me.

16:35 So does this...

16:36 Like to me, I was trying to convey to the user a sense of yes,

16:39 you were making choices.

16:40 Yes, you were progressing,

16:42 which meant the game had to acknowledge that back view.

16:45 If you shoot at a wall, there have to be decals.

16:48 If you kill a bunch of marines, the marines have to run away from you.

16:51 Right?

16:52 You have to have this sense of the game acknowledging

16:55 and responding to the choices and actions and progressions that you've made.

16:59 Otherwise it loses any, any sort of impact.

17:13 HARRY: Ted and I, we were on the same

17:14 page in terms of what the game should look like,

17:17 which would be just sort of alien in a very naturalistic kind of way.

17:22 Like these are, these are creatures from another dimension,

17:25 another planet that look like they evolved in a way.

17:29 And Chuck had a very, he came from Duke Nukem.

17:34 He'd made a bunch of monsters that went in a sort of a different direction.

17:39 And for awhile the game had a hard time coalescing around a single vision.

17:46 All the ones that looked like genitals were Ted's.

17:49 [LAUGHING] And all the ones with shiny

17:51 bits that look like alien soldiers were Chuck's.

17:55 That was a thing when I first came in, Ted's style and mine.

17:58 BRETT: And trying to figure that out.

17:59 CHUCK: Trying to find the harmony between the two to make it work.

18:02 BRETT: Yeah.

18:02 CHUCK: Ted had, he was, he really liked the Wayne Barlowe aesthetic,

18:05 and I had a little bit different, but it worked.

18:08 Ted made these really weird.

18:10 He did the headcrab, you know, that's pretty much the symbol of it all.

18:16 And I remember taking his headcrab and putting

18:18 it on a scientist and making the zombie.

18:19 Right.

18:20 Well, we pretty much had, we talked and it's like, okay, we'll do, you do that?

18:25 And Ted did the soldiers, I did the scientists.

18:29 I did a lot of the aliens.

18:32 And with the hornet gun I did.

18:33 did the hornet gun for that one as well too.

18:35 You know the alien slave?

18:38 Well I did some animations for the bull squid, or bull chicken.

18:41 I have to call him that.

18:43 But that's a Ted creature there.

18:45 The houndeye was Ted's as well.

18:47 BRETT: Yeah.

18:48 A lot of the fleshy, if it's got like over,

18:50 like a lot of flesh on it, maybe too much— CHUCK: Yeah.

18:53 That's Ted, that's a Ted-ism.

18:54 You can always tell Ted's designs, because they're much more aquarium than...

19:00 Aquarium and/or, like Unspeakables, you know?

19:06 Oh, Big Mama.

19:07 I forgot about Big Mama.

19:09 Oh God.

19:09 It's like, you know, it's a testicle, right, Ted?

19:12 That's just so disturbed.

19:13 I concepted a guy in sort of a NASA spacesuit, a scientist guy.

19:17 He was actually modeled after a couple of programmers I know,

19:20 big beefy, bearded Linux programmers, you know?

19:23 And so that's where the HEV suit sort of emerged out of.

19:27 There was a lot of desire for not having a Space Marine or a soldier be the guy.

19:34 And then Chuck Jones went off and did a pretty different

19:38 version of him that became known as Ivan the space biker.

19:43 Oh God.

19:43 I remember telling myself, it's like,

19:45 anytime you make a screenshot, make sure it's good.

19:48 'Cause you don't know where this is going to appear again.

19:51 We didn't know that.

19:52 And Ivan is the prime example of that one.

19:56 So you're looking at it.

19:57 Well, go look at Quake.

19:58 It's like, okay, I'm looking at that, and he's got this incredibly boxy head.

20:01 And you're always hearing don't put too many polys in it.

20:04 And it's like, okay, so Ivan got the the, the square head.

20:08 And it was kind of an early, just a rough prototype of a Gordon Freeman baby.

20:14 And I remember, we didn't know what Gordon looked like.

20:18 So it's like, I was looking for somebody, and I found Mike Harrington.

20:22 And It's like, Mike, what does Gordon look like?

20:24 He said, I don't know, put yourself in there.

20:26 It's like, oh, okay, okay.

20:28 And so I went in and, and put kind

20:30 of my likeness on the early Gordon model in the game.

20:34 And it kind of stayed there.

20:36 BRETT: Did you have a ponytail?

20:38 Well, I was ex tattoo artist, so yeah, I definitely had.

20:39 Ah.

20:40 I don't, I don't have anything to work with now.

20:42 But yeah, at that point, I had a ponytail on.

20:44 If you play the game, you know that it's Chuck,

20:46 if you play multiplayer and see the model.

20:47 CHUCK: But yeah, if you look on the back

20:49 of that, there's this little four triangles,

20:50 and he's got a little ponytail back there.

20:53 I did the G-Man.

20:54 And again, that one was, Gabe was talking about the cigarette man from X-Files.

20:59 So we needed our own equivalent of that.

21:01 Because after a while, after playing with the game for a whole,

21:04 for a long time people realize like, hey, we made this character.

21:08 And just in this one office scene in the beginning,

21:11 where he is behind the window and he is talking to a scientist or something,

21:13 and then he's like, he looks really creepy.

21:15 It was late in the day that we thought, oh, okay,

21:18 well he's gonna be the big bad behind all of this.

21:22 Like scatter him around in places that you can't get to him.

21:27 But he's there mysteriously.

21:33 There wasn't enough in the beginning of the game.

21:35 It's like, we need another monster.

21:37 Headcrabs weren't enough.

21:38 It got kind of repetitious.

21:40 I think I grabbed Ted and said, I need them to do this and this.

21:46 And so he whipped it out in not much time at all.

21:49 I'm gonna get the timing just right, and I have no time to do this.

21:53 I'm just gonna bang it out.

21:55 And then once it was working, everybody said, oh,

21:58 let's go back and sprinkle them back in the maps.

22:02 And that was this—- Yeah.

22:03 Because then we introduced them a little earlier than we were planning.

22:06 Yeah.

22:06 Because they, they ended up being, they weren't real tough.

22:09 They weren't supposed to be tough.

22:10 DOUG: But they were ranged.

22:11 KEN: But they were ranged, and they were fun, and they had a big show,

22:14 and like, that was showing off a bunch of stuff.

22:26 DOUG: I remember the assassin came in pretty late.

22:28 KEN: That was it.

22:29 It was like, okay, I have a week and a half.

22:32 It was already done.

22:33 It was already all modeled, already all animated.

22:35 And the requirement was it couldn't have any new

22:37 animations and any new anything, so had to come up.

22:40 I grabbed a bunch of Steve Bond's AI, and banged that thing out.

22:44 I built a level, super crude, but it had all the right spacing and all

22:49 the right heights and all the right geometry.

22:53 Again, it's just a presentation where this, this creature gets to shine.

22:57 This enemy gets to shine and is your entire focus for that scene.

23:01 And it's kind of a memorable experience 'cause it's,

23:05 it just takes place in a different fashion than other encounters.

23:08 You get knocked out, and there's all kinds of, like,

23:10 the lights go out and you get dragged through corridor and things.

23:13 So again, it's something you remember in the game.

23:18 And if they find the body?

23:20 Body?

23:20 What body?

23:33 TED: We just did a lot of playtesting and did

23:36 a lot of level building and used all of the monsters.

23:41 and used everything that we had developed,

23:43 and started seeing which ones kind of stuck out a little oddly.

23:47 Like we had the houndeyes that Ted had concepted,

23:50 and Kelly had done great sounds for 'em.

23:52 And so they seemed like a very oddly plausible sort of alien creature.

23:58 And Chuck did what we called the panthereye,

24:02 which was this big black panther looking creature that also just had a big

24:08 red eye for his face and a big shark fin coming out the back.

24:13 And design-wise, he seemed like a, oh, this is a very useful creature.

24:17 You know, it's like when you design things, you know,

24:19 you like to have a gradient of difficulty, a gradient of escalation in threat.

24:24 And so if we had these hound eyes, then oh yes,

24:28 this like panther, bigger, scarier looking thing would be more of a threat.

24:35 It was in the game for a long time

24:37 and then sort of just worked its way out because

24:40 folks couldn't find a way to incorporate a creature

24:43 like that into the environment and make it seem reasonable.

24:48 CHUCK: The stooka bat was, it was something that I had did.

24:52 Just a weird, another creature from the air.

24:55 We had the chub toad that we were gonna use as a feeding animal to help.

25:00 And yeah, they had a mechanic to where they were going

25:03 to use this to distract monsters so you could possibly get by.

25:07 And it pretty much reached fruition to where we created the object.

25:12 But then again, time became the factor, and it had to get cut.

25:24 I grew up just outside DC |and so there's all these like,

25:27 big, really banal office buildings, and that's kind of the direction I went.

25:33 So it started becoming a facility.

25:35 And so I started making these kind of linoleum tiles,

25:38 and the drop ceiling, the concrete block wall, the black and white tile floor.

25:43 She was like the texture artist for a long, like for most of the game.

25:48 It's just an overwhelming amount of work.

25:51 KAREN: Originally I was hand painting all of the textures,

25:53 and you can really see a shift in some

25:56 of 'em where they go from hand painted to photo reference.

25:59 The photo references are much, much better.

26:02 [LAUGHING] So I was all over Seattle,

26:05 Harbor Island, Gasworks Park, getting rusty metal things.

26:08 What can I get good pictures of that is vaguely industrial

26:13 and interesting to look at, and then how can we use this?

26:20 And so, you know, sides of boxcars,

26:22 and I don't know how many hallways in Half-Life

26:25 are the side of a train car kind of thing.

26:28 The Kirkland Costco.

26:30 Lot of time in the Kirkland Costco getting just packages

26:34 of I don't know why I needed snacks or something.

26:50 DOUG: The first year was all about opportunity,

26:52 and it, you know, it wasn't quite as focused.

26:55 We were trying, we were finding our footing.

26:57 KEN: We were getting into the three months before supposedly shipping in 97.

27:02 And it's like, this isn't gelling.

27:04 This is really not good.

27:06 This is like a quick knockoff, cash grab, stupid, and let's not do that.

27:12 There was a lot of disconnect between

27:14 what all of the different groups were doing, what engineering was doing,

27:18 and what level design was doing and what animation was doing.

27:22 We had a bunch of monsters that had no plans to get

27:25 in the game 'cause nobody else was assigned to work on them.

27:28 And we had a bunch of levels that like, what's supposed to go in here?

27:31 Oh, I don't know, everybody's gonna do a bunch of stuff.

27:33 And like, no, that doesn't work that way.

27:35 So here we were, all these people doing all these cool things and just,

27:38 everything's just this random collection of oh,

27:40 here's a cool moment and a cool this.

27:42 And you know, and then it's gone and you know, oh, now on to the next thing.

27:45 Because the way we were building the game was every

27:48 level designer was kind of his own silo, his own universe.

27:52 And I think that just grew out of our kind of mod developer roots.

27:57 But it wasn't cohesive,

27:59 and it certainly didn't have a strategy for like maximizing any of that stuff.

28:05 You must have been in the meeting when we reviewed all the levels.

28:07 It was like the first time everybody piled into a room.

28:10 And Gabe had his crazy Hellraiser chair

28:13 with the beautiful Mac monitor, and we played.

28:16 For two days, he played everyone's levels.

28:18 But I remember one moment he turned around, he was like this with his hair.

28:21 He's going, we're gonna fail.

28:23 We're gonna fail, we're gonna fail.

28:24 And I was just like, I was like, it blew me away.

28:26 I was like, oh shit, this isn't good.

28:28 You know, we were doing our best trying to make this game and the story.

28:32 And we had a schedule from Sierra, and it was a tight schedule.

28:35 And we told them like, we're not gonna ship this.

28:37 And we realize that you're not gonna pay us

28:40 to continue developing this, but we're going to do it anyway.

28:43 Late is just for a little while.

28:46 Suck is forever.

28:47 Right?

28:47 We could try to force this thing out the door,

28:50 but that's not the company we want to be.

28:52 That's not the people we want to be.

28:54 That's not the relationship we want to have with our customers.

28:57 And so we kind of, Kelly and I kind of sat down and, and sort of tried

29:01 to take an inventory of all the cool stuff we had built and why weren't we just,

29:05 you know, building more on top of that.

29:08 And those discussions kind of led to our us

29:11 building this kind of, design cabal process to try

29:14 to give some cohesion to the game and kind

29:17 of changing the way we were approaching it.

29:19 And so a cabal was a small group of people, a multidisciplinary group.

29:24 You know, there's like an art, artists,

29:26 level designers, engineers, and you know, everything.

29:28 And in that, small team that would write up a spec for a level.

29:33 There was the arc that Marc had written.

29:36 So we knew how that fit into the story.

29:39 And we got a small group of people together and we started with the beginning.

29:43 And we went through how literally what map do we need

29:46 to build to tell us the story we're gonna have to tell,

29:48 and then what does that connect to, and what's

29:50 the next piece and the next piece.

29:52 The strongest and most influential thing that came out of them was,

29:55 to me, the sketches.

29:56 And they were really the visual meeting notes, right?

29:58 MIKE: We came up with a formula for how that worked.

30:01 We had a certain percentage of the time where you were fighting,

30:04 certain percentage of the time where you're exploring,

30:05 a certain percentage of the time where you're solving puzzles.

30:09 And so we could apply that uniformly through the game.

30:13 And that worked pretty well.

30:16 Testing, testing, everything seems to be in order.

30:22 Good morning.

30:23 And welcome to the Black Mesa Transit system.

30:26 This automated train is provided for the security

30:29 and convenience of the Black Mesa research facility personnel.

30:34 The whole opening of the game was specifically a reaction

30:36 to how all the other first person shooters were,

30:39 whether they had cutscenes or not.

30:42 Like sometimes like they would just open without a cut scene.

30:45 But you know, you're standing in a room with a gun and you're gonna,

30:48 there's a thing attacking you.

30:50 So we could look at examples of all that, and I think there was

30:53 expectation that that's what Half-Life had to do

30:55 because every other game was doing it.

30:59 I can't tell you the number of people who started up the game,

31:02 were staring at it, and then accidentally

31:04 bumped their mouse and realized this is live.

31:07 Yeah.

31:08 And as simple as that sounds,

31:09 it was mind blowing for so many people 'cause it was too much going on.

31:14 This isn't real time, this is a recording.

31:15 That was sort of the way we, you know,

31:17 stumbled through a lot of the new narrative tricks was like,

31:21 well what can we do?

31:23 You could do this in a movie or a story,

31:26 but nobody's doing this in first person shooters.

31:29 You're this anonymous scientist, and you're riding on this train into work,

31:33 and rolled the credits at the beginning.

31:35 It was kind of like a cinematic experience, almost like,

31:37 I don't think games had really gone down that road.

31:39 It's so funny to look at it now because it's so primitive.

31:41 But at the time it felt like you were really in this Black Mesa world.

31:49 Pre-disaster survived from the first year.

31:52 So a lot of that geometry was from that first

31:55 version of the game but in a very minimal way.

31:58 Just some, the basic style of some of the hallways,

32:01 the curved corners in the hallways, things like that.

32:04 They more became sort of like Lego pieces

32:07 that John could use and stitch together and extrude.

32:11 And I know Brett did a lot of the raw geometry

32:14 from pre-disaster and then John did most of the work to ship it.

32:19 And then the post and the train ride was all John, I think.

32:23 The sector C.

32:24 So those were heavily influenced by NASA

32:28 control rooms with my favorite green hammerite,

32:31 really influenced a lot of like the starting,

32:35 we started with the kind of the consoles.

32:37 I'm trying to remember.

32:38 And then there was just lots of hallways, and people were getting lost.

32:41 And I did the color stripes to help people follow them places.

32:46 One of the things that was actually super exciting was how quotidian,

32:49 a lot of it really was.

32:51 You know, the lunchroom with the microwave.

32:54 You'd press the button, and would go splat.

32:56 My god, what are you doing?

32:59 Yeah.

32:59 All this work so you can start a microwave and blow up some soup,

33:02 which was a reference to real life because that happened regularly.

33:07 Like we regularly accidentally blow up soup.

33:10 That was later mostly, wasn't it?

33:12 There were a few people who were just challenged with kitchen

33:18 appliances and at one point we had a company fire.

33:21 We had a lot of things going on in that kitchen.

33:24 All of that stuff had a real kind of eloquence that in the late nineties,

33:30 in a world where everything was so over the top.

33:34 But we still got to go on flights of fancy.

33:40 Welcome to the HEV.

33:43 I think like a super pivotal moment for me was when we came

33:48 in this one morning and we saw

33:51 the test chamber sequence that Kelly and John Guthrie,

33:55 and Wedge was in that office, and Dario, Driller,

33:59 they were all in this corner dark office where so much cool stuff happened.

34:03 But so Kelly and John stayed up all night and did the test chamber sequence.

34:07 And it's pretty much like the one we shipped.

34:10 That was a lot of what went on in that room that we called the submarine.

34:13 It was just improvisation, you know, just what can we do to solve this problem?

34:19 How do we connect what's happening before to what's happening after?

34:22 This needs to be somehow important, but we just don't know what to do.

34:27 John and I talked about it.

34:28 I went home that night, and I sort of sketched out like,

34:30 you know, maybe we could do something cinematic.

34:32 We'll take the camera away, we'll turn the lights off,

34:35 we'll do sounds, we'll just throw everything we can at it.

34:38 We built that basically that day.

34:40 It was just a sort of a one day throw it together.

34:43 That's how fast we were moving.

34:45 They had audio, right?

34:46 We had the script.

34:47 Yeah.

34:47 Yeah.

34:47 It's like the heartbeat and the breathing, all that stuff was in there.

34:50 And I played through it and it was like, damn,

34:54 I have not seen this in any medium in anything before,

34:58 experienced something like this where this immersive

35:00 experience of this actually happening like this.

35:03 And at that point it's like, okay, I see what it is we're doing.

35:08 And it's this kind of immersive,

35:11 unbroken experience that happens to you, the player.

35:16 And then that was this key principle about

35:19 how we never take you out of that role.

35:23 Personally, the difference between before

35:25 the disaster sequence and after disaster sequence, I felt we really had,

35:30 I had an understanding that this product was gonna be special

35:33 or it was gonna be possible it was gonna be tied together.

35:36 Whereas before that there was a lot of really

35:40 good stuff and a lot of little things all disconnected.

35:45 But we, man, well you guys managed to tie

35:47 two very different parts of the game together really well.

35:50 And I thought, okay,

35:51 now I feel like we're on a track for finishing this product.

35:54 To me, it it shifted my brain to have a lot of confidence that this product's

35:58 coming together rather than just generating a lot

36:01 of content that exists independently of other content.

36:05 One of the ways we were funding our development was we

36:07 sold a preview copy of Half-Life to a video card company.

36:10 I forget which one.

36:12 And so they had in their contract that we

36:14 had to deliver it to them by a certain date.

36:16 And we got like the first three levels done for them.

36:19 It was, it was really a good milestone for us just,

36:21 you know, from working as a company.

36:23 'Cause hey, there was a deliverable.

36:25 We got it done.

36:26 And you know, we shipped off to them, and then I swear the next day it leaked.

36:30 And I was just livid at first, which was stupid.

36:33 But I was just like, agh, I can't believe you guys let this get out.

36:36 Like, you know, this wasn't us, you know?

36:38 And then it turned into something amazing where

36:41 people started playing it and it was all over.

36:43 And we started seeing it online, what people are thinking about it.

36:47 And I forget which magazine who said, usually we don't review beta software,

36:51 but they reviewed it and said, this is awesome.

36:54 And that gave us a tremendous amount of confidence.

36:57 It was an outside validation of what we were trying to do,

37:02 that it was the right thing.

37:09 DOUG: I think just with first person shooters already kind of, they

37:13 were kinda like the vowels of, of weapons you put into first person.

37:17 You gotta have a shotgun, and there's obviously a pistol,

37:20 you need your, your weapon that's going to make you struggle,

37:24 drive you to get another weapon.

37:26 KEN: That was a lesson in how to make

37:28 all of your weapons as orthogonal as possible.

37:30 So each one did something completely different.

37:33 All the crazy weapons, those are my fault.

37:37 So I did like the rocket launcher, and the Gauss gun, and the snarks.

37:48 I like snarks.

37:49 Snarks always made me laugh.

37:51 It was just always funny to watch people run away from the snarks.

37:54 The squeak grenade.

37:55 Yeah, it's called the snark.

37:56 But I wanted something, a little creature that you could bring up and hold,

37:59 and you could throw it out, and it would just start running.

38:02 'Cause people were camping, and everybody hated campers at that point.

38:05 So you wanted the anti-camp weapon,

38:06 but it was kind of, you could literally find a little hidey

38:09 hole and just sit out there and just throw out 30 of 'em.

38:13 And they're all over the map.

38:14 I had a cat and you, you'd sit there, you'd do your finger.

38:17 Blue, yeah.

38:18 You'd do your finger towards him, and he'd get mad at you, and he'd swat.

38:20 So that was the inspiration for that particular animation.

38:25 And then the other, that big, uh, alien creature with the, um,

38:29 we, we needed some kind of alien weapon.

38:31 Drew that one, built that one, animated that one,

38:33 but that was also another one that would, whenever you would,

38:36 you could get in a corner and just shoot

38:37 them in the air 'cause the hornets would track.

38:39 I think that was the biggest thrill is brainstorming these with your crew,

38:44 making them, building them, putting them in the game,

38:47 and then playing with them.

38:48 And then they're fun.

38:49 So there's sort of a trope of having a melee weapon.

38:52 I think it was Steve Bond and Ken Birdwell and I

38:55 were saying we wanted a device where the world was reacting to.

38:58 It was really goes back to that theory of fun.

39:00 But we were just running around like idiots smacking the wall.

39:03 It's an odd thing to know in retrospect,

39:05 but at the time it felt profoundly satisfying to be able to smack walls.

39:10 And that was just an example of how that fairly abstract notion of what

39:15 fun was ended up translating into a set of decisions that were really visceral.

39:20 When you're going around whacking a wall,

39:21 a crowbar is an obvious thing to whack the wall with.

39:23 [WOOD BREAKING] [CREATURE NOISE] [GUNSHOTS]

39:36 [FOOTSTEPS] [GUNSHOTS] [MACHINE WHIRRING]- If

39:49 the sound could let you know what's going to happen,

39:51 that really makes it powerful.

39:53 So we're always on the lookout for that in level design

39:55 and monster design communicating because the AI is often hidden from the player.

40:02 So we use the sound to broadcast the internal state of the AI.

40:12 You know, soldiers, they tell you, I'm injured,

40:15 I'm gonna throw a grenade, I'm taking cover.

40:18 You know, they are broadcasting as constantly as they can,

40:22 what's about to happen.

40:24 So it was really important to try to keep

40:27 those states distinct so that as you play the game,

40:30 you're actually, whether you're aware of it or not,

40:32 you're starting to be able to tell what's about to happen.

40:34 [WOOSH]- We knew he was a musician too, so he could do sounds,

40:39 but you know, he also decided he was gonna write the sound engine.

40:42 And then he wrote the soundtrack, and he'd never written a soundtrack before.

40:46 And he wrote the whole, you know, soundtrack for the game.

40:49 And it won an award, and it was crazy.

40:52 There just weren't that many of us.

40:54 I had a little bit of a background playing music.

40:57 I understood the sound engine really well.

41:00 So it was really easy for me to just hook sounds in, and I understood enough

41:04 about the level design side that I could

41:07 kind of connect those things a little bit.

41:10 The sounds could come from anywhere, and then I just heavily modified them.

41:14 Usually those are animal sounds, reversing changing the pitch,

41:19 chopping them up and rearranging them.

41:22 Headcrabs were rats.

41:23 The little squeaky.

41:24 Yeah, that's a rat slowed way, way down.

41:27 And then reversed.

41:32 Yeah.

41:33 The DSP stuff was another cool thing that Kelly built when you got in a vent,

41:38 it sounded like you were in a vent.

41:40 And that wasn't really happening I guess in, at least

41:42 in Quake and other games I was playing back then.

41:51 You know, we had these huge silos, these cavernous spaces.

41:55 The day they had their own echoey DSP, it made an enormous difference, right?

42:01 You believed the space.

42:10 Kelly tells me, oh god, Chuck Jones asked him if he could,

42:13 if the characters could speak and have their mouths move.

42:17 And Kelly said, you know, that's super easy.

42:20 I could just look at the audio and and see if they're talking,

42:24 and do that, but like getting their mouths to move is stupid, he says to me.

42:27 And I, look, Chuck Jones told me the same thing.

42:30 I told him, making the mouths move was super trivially easy,

42:33 but knowing when they're talking and knowing how

42:36 to follow the envelope of the speech would be impossible.

42:39 And Kelly and I just both looked at each other and like, oh.

42:42 And so I went back to my office, and he went back to his office,

42:45 and I think within an hour the characters

42:48 were talking and their mouths were moving.

42:50 And it was only because we sat there

42:52 at lunch bitching about an animator who was 100% right.

42:56 Why are you leaving me here?

42:57 Scientist conversations, Kelly and I made that.

43:00 When they're next to each other,

43:02 one scientist will occasionally play a question,

43:04 and the other one will give him an answer.

43:07 And it's not a script.

43:09 It just might be, it might not always make sense.

43:14 I am rather looking forward to this analysis, aren't you?

43:18 I don't think so.

43:19 But it had a bunch of personality.

43:21 It was really cool.

43:22 And it worked on getting those guys to look at you and turn their heads.

43:27 When we first added the ability for scientists to respond

43:29 to the player and other things in the environment,

43:32 we call 'em what response rules.

43:34 The first time that went in they came flying down the elevator,

43:39 and one of 'em looks at you and goes, oh, hello Gordon.

43:41 [LAUGHING] And then they explode into pile of jibs at the bottom.

43:48 Hello.

43:49 The automatic diagnostic and announcement system welcomes

43:52 you to the Black Mesa research facility.

44:08 I hadn't really started working on the biggest part of the game,

44:11 which I ended up shipping, which was surface tension.

44:13 Prior to then a lot of the work that I had done was the alien research labs,

44:17 which turned into questionable ethics.

44:21 And all of that was ditched.

44:23 Though some concepts that made it through, everything was rebuilt from zero.

44:28 But you know what did make it through was power up.

44:31 Yeah.

44:31 Basically that geometry survived completely intact.

44:34 It was so closely designed for that creature that because the creature survived,

44:40 the levels survived along with it.

44:42 Yeah.

44:42 There's this sort of central circular thing where you have to rotate the train.

44:46 You have to kill the Gargantua first,

44:47 'cause he was always defending the way out.

44:49 I mean, you have to go to, you have to go to like another area

44:52 which looks very much like it was designed for Quake because pretty much it was.

44:57 [LAUGHING] There was a flooded pump room, and you have to drain the generator.

45:02 And then you could switch the power on and then you could take the train out.

45:05 Yeah, I remember him being totally central to this whole thing.

45:08 And then, well, how do we block the player?

45:10 Which is, I mean that's pretty much like

45:12 design point number one for all level design.

45:15 Okay, well how do we prevent the player

45:16 from just walking straight out through the exit,

45:18 and you design backwards from there.

45:28 In the first year we built a lot of world space, a lot of track as we call it.

45:33 And the programmers would try to fit the AI into the existing maps.

45:38 What we did the second year was we built

45:42 the AI in very constrained environments that showcased the AI.

45:47 Let's make the ideal space for the AI and then give that to the level designers

45:51 to incorporate those elements into their map so

45:54 that it worked better and was more interesting.

45:56 And that Gargantua was an example of that.

45:59 And the grunts especially.

46:01 Yeah, we had the AI that Steve had been working on, and he

46:03 had designed all these interesting encounters with them just in his test map.

46:06 And so he had had 'em up high and down low.

46:11 And so basically we just gotta re-leverage that.

46:14 Say, okay, let's, let's start with the player comes in low,

46:16 and there's a marine on the same level.

46:18 And then the next one they're up high, and then he'd come running down.

46:22 'Cause it was really neat to see them retreat.

46:24 They'd try to run back up the stairs and try to flank you from another side.

46:28 So Steve Bond, like I mentioned earlier,

46:30 was this really young guy who had been making mods in QuakeC.

46:33 Really the designer for so much of the AI,

46:36 I mean all the stuff that's good about the soldiers,

46:39 the grunts you fight in Half-Life.

46:42 Yeah.

46:42 We had a little bit of a language that we could sort of use to say,

46:46 you know, this is a place they can climb.

46:47 This is a place they can jump to.

46:49 This is a good place to hide.

46:50 These are good places to go in general or interesting places.

46:53 So, you know, the AI had a little bit of help.

47:04 We were trying to build something that utilized,

47:06 you know, the train technology that Jay was working on.

47:09 And we thought, well, let's give the players something that they can control,

47:12 but in a limited way.

47:13 We couldn't do vehicles like you see in Half-Life two.

47:15 So we did this, the most constrained vehicle

47:17 we could think of, which was the train.

47:21 Players didn't always bring the train with them.

47:23 And so you had a bunch of these poor people walking down these tunnels.

47:28 Oh, is that why you electrified the rail?

47:30 Yeah.

47:30 And the rails were, that was part of the feedback.

47:32 Kept dying from that.

47:33 Part of the feedback was, well you can just bypass all this.

47:36 So we made the rails electric.

47:37 It's like, well maybe that'll teach them to use, bring the train with them.

47:41 But the basic idea was, let's explore that and then also reveal some

47:44 of the hidden deep parts of the base.

47:46 You know, the abandoned areas where you might

47:48 get a lot more of the Xen creatures.

47:50 You know, we had designed some of the, some of the ones

47:53 that didn't make it into the game to appear there,

47:55 bats that would dive bomb you and while you're on the train.

47:58 Stooka bats.

47:58 Yeah, stooka bats.

47:59 And then we also tried hard to not make

48:01 it feel like it was the super linear thing.

48:03 So we tried to give little branches, and so there were some challenges there.

48:20 Well there is a, there was a really good sketch that Kelly Bailey made,

48:24 which basically charted surface tension, and it was pretty extensive.

48:27 Like it went through the cliff side and it went through

48:31 areas where tanks were and like a lot of soldier holdouts.

48:35 Yeah.

48:35 It even went through the desert with the cactuses

48:38 and the helicopters and then across a dam.

48:41 It was pretty extensive.

48:43 When I saw that sketch, I was so motivated.

48:46 Yeah.

48:46 To just start building all of that stuff.

48:48 So I ran ahead with a lot of level design, a lot of geometry,

48:51 and it seems like a lot of it stuck in some way or another,

48:54 which is really amazing.

48:55 I did the, oh yeah, the dam, which was funny.

48:57 I just did that in a day, right?

48:59 Like, it was like about four or five hours.

49:00 I did a Hoover Dam thing 'cause I like the Hoover Dam.

49:03 I saw a concept of the cliff side.

49:05 I think Harry Teasley built that render of the skybox,

49:09 and I just thought, holy crap, this is perfect for vertigo.

49:13 Whatever we do here, we have to play on vertigo, and like narrow little ledges,

49:17 and you know, places you would like to normally dodge a grenade, but you can't.

49:28 And that's, that's the moment.

49:29 That's really the big part of that level is that reveal

49:32 and the play is kind of, kinda supports it afterward.

49:35 The helicopter comes in, you're fighting the helicopter, which is awesome.

49:47 First of all I had a bunch of textures, and then every time I made new ones,

49:52 whoever was working on the new levels would be like,

49:54 oh, fresh textures, I'm gonna use those.

49:56 Somebody making another level would start using them.

49:59 And I was like, no, this is chaos.

50:01 We need to restrict this.

50:02 So I started naming the texture sets by the level that they were made for.

50:07 I was trying to enforce some sort of like, visual cohesion.

50:11 And so that really ended up working.

50:14 There was one level I did,

50:16 it was the introduction of the sort of the bounce pads,

50:19 the alien bounce pads in the, in the real world.

50:22 And because, story wise, like, okay,

50:24 you're getting closer to hitting the alien world.

50:27 So I was, well, let's get a little

50:29 bit of alien world infection into the real world.

50:31 So I had done it just as a visual thing.

50:34 John Guthrie made it 10 times better.

50:36 And that's actually where he found the photo of my daughter.

50:39 'Cause I didn't put my daughter in Gordon's locker.

50:42 I hid her in like this destroyed office someplace,

50:45 as a little Easter egg for myself.

50:47 And they, and John went and put my daughter's photo in Gordon's locker,

50:52 which I think was a good decision.

51:05 I still get questions about stuff that I spent five minutes on 25

51:08 years ago from people who've now thought about this for 25 years.

51:12 And they're thinking that there's 25 years worth of development went into this.

51:16 I'm like, on some level, when you start talking about lore,

51:19 I'm like, well there's Black Mesa.

51:21 That was just a matter of we needed a name for something that was evocative.

51:26 In that entrance when you get off the train

51:28 and there's that lobby where there's a big map on it.

51:30 And when we were making that map, that was fairly early on, I put a dot in New

51:35 Mexico and then that turned into, I think Marc saw that.

51:38 He was like, oh, where is that?

51:40 This is where we are.

51:41 And then he named it Black Mesa.

51:43 That is a favorite thing of mine actually.

51:45 If you come up with a name for something then,

51:47 and it evokes something, then you don't have to write the whole story.

51:50 'Cause it's a conspiracy plot.

51:52 Everybody knows more about it than you do.

51:54 So you don't have to do, you don't have to answer those questions.

51:58 You just keep raising questions and make the mystery kind of thing.

52:01 Like dialogue came in later.

52:02 Also, a lot of the scripted sequences came in later,

52:05 and those helped to kind of sharpen the storytelling aspect of it.

52:09 Because I mean, setting expectations to get up to the surface and then like,

52:13 oh no, they're not here to help us.

52:15 The whole thing about diegetic writing, right?

52:17 Like keeping the exposition in the game instead of outside the game,

52:20 you know, give a lot of credit to Marc.

52:24 After playtests, we'd realize that maybe you

52:26 need more of a dialogue cue about something.

52:30 That's when we started to have,

52:31 do like scientists who were literally pop up in a corner and go, go that way.

52:35 There's a few of those that we stuck in right at the end when we'd like,

52:39 well we get one more session with Hal.

52:41 He can say, go down here, you know, go around that corner.

52:46 Well, so much for the government.

52:47 Their idea of containment is to kill everyone associated with the project.

52:51 Judging from your hazard suit, I'd say you were part of what went wrong.

52:55 I knew Hal from San Francisco as an artist cartoonist.

52:59 He was also an animator and an actor in some science fiction movies.

53:04 So when we got down to the wire,

53:06 we did a bunch of voice casting, and nothing was right.

53:08 And I just kept thinking of Hal, and I finally just called him and said, Hal,

53:12 I want you to at least talk to people here so they can hear your voice.

53:16 And I got him on a speaker phone,

53:17 and I had a bunch of people gathered in my office.

53:20 And I'm like, okay, Hal, everybody's here.

53:21 And he's like, well, what would you like me to say?

53:24 And everybody was like, this is him.

53:25 This is the guy.

53:27 Why do we all have to wear these ridiculous ties?

53:31 Another interesting voice thing was the G-Man.

53:33 So we liked Mike Shapiro's work, so we knew we wanted to use him,

53:37 but we brought him in to do Barney and also the G-Man.

53:41 So we did a take on all the G-Man lines with kind of a straight voice.

53:46 And it was thinking that, okay, we have something safe,

53:48 but we're not super excited about it.

53:50 And give us something else.

53:52 And he does does this crazy lizard voice.

53:55 The border world Xen is in our control for the time being.

54:00 Thanks to you.

54:01 Quite a nasty piece of work you managed over there.

54:05 I am impressed.

54:08 And we took it back and everybody just loved the crazy lizard voice.

54:11 And so that's how it worked out.

54:15 Did you do the Nihilanth?

54:16 I did.

54:17 Ladies and gentlemen, the Nihilanth.

54:19 Just imagine his head floating in space as a baby.

54:35 I went into Gabe's office and I demanded Gabe to either fire Ken or I quit.

54:41 And Gabe just laughed at me.

54:44 [LAUGHING] Correct response from Gabe.

54:46 Yeah.

54:46 I was like, argh.

54:48 Until Bill got there, I was the oldest guy there.

54:51 It was hard because I had to go home in the evenings,

54:55 whereas the kids who had just,

54:56 the young guys who just moved out from Florida or wherever,

55:00 they did not have to go home in the evenings.

55:02 I'd go home, see my kids when they were in bed.

55:05 I would come back down the hill to Valve.

55:07 Nobody else I worked with had to get up

55:09 to get their kids off to school in the morning.

55:11 But I did.

55:12 You're wired to just take full advantage of the situation.

55:14 You're like, you put everything into it.

55:16 So when we say we worked 18 hour days, that's no exaggeration.

55:20 Yeah.

55:20 Not at, not at all.

55:21 I can edit all day.

55:22 I can make, I can design all day.

55:24 I don't have to worry about anything.

55:26 You know, two guys from Microsoft start a game

55:28 studio with, with a bunch of incredibly capable,

55:30 you know, with an incredible team.

55:32 You're gonna, you're gonna push yourself harder than ever before.

55:36 I don't usually crunch real hard.

55:38 I get it done in like, I come in, I work, I go home.

55:42 And a lot of people were living like, you know,

55:45 really long hours, you know, the classic, we'll all come in at 1:00,

55:49 and then goof around for a while and then work late into the morn,

55:53 you know, late at night.

55:55 I was employee 17.

55:57 there was a, a woman that was the kind of the office manager and eventually,

56:02 Mona Lisa Guthrie came in as the, at the desk.

56:06 I was the only woman on the team.

56:09 [SIGH] That was not awesome.

56:13 I decided to become a baseball fan here after the birth of my first daughter.

56:18 So she's the one in Gordon's locker, Isabel.

56:21 But she was, she's very special needs.

56:26 She's 25 today.

56:28 You know, cognitively, she's about three years old.

56:35 So after her birth in the middle of Half-Life production,

56:38 it was, it was really hard.

56:41 It was really hard.

56:43 'Cause we were getting about two hours of sleep at a stretch.

56:46 'Cause she had to be fed through a tube in her stomach every two hours.

56:50 I had a, just a difficult time relating to the world when she was a baby.

56:57 I had a hard time just talking to people.

56:59 'Cause I was just kind of tired and angry all the time.

57:02 Yeah.

57:03 My wife, she worked at Valve for a while.

57:05 She did a bunch of textures for the game.

57:08 Like I said, she did those soda machines.

57:10 She did just a bunch of level textures.

57:13 She textured Big Mama, the sort of boss creature.

57:17 She textured him.

57:20 when Isabel arrived, she obviously had a lot of issues.

57:25 So, yeah, had to stop working and stay with her at home.

57:31 And it was the last year of Half-Life,

57:34 and we'd pretty much crunched that whole year.

57:36 So, I was at work a lot.

57:39 It was, it was hard.

57:40 It was definitely a hard year.

57:56 Games have often had this thing where they're

57:58 just a little too attached to Star Wars, Blade Runner, Alien.

58:02 So it wasn't that hard to try to get people to go,

58:06 let's think of something really alien.

58:08 Like what Xen was initially was you're gonna go inside a huge alien

58:12 organism and kill it or figure out how to turn it on or off,

58:15 or something like that.

58:17 I didn't know you, we couldn't actually do that.

58:19 Or what was involved.

58:20 What does it mean to have alien architecture

58:23 or a planet that's biologically defining the structures

58:27 in it as opposed to what the tools we're good at, which is making rectangles.

58:32 And then slowly it scaled back till it was more and more corridors,

58:36 and that everybody was really good at.

58:39 People were finishing up stuff,

58:40 and I was still working on Xen because it was like,

58:42 it went through a lot of iteration or at least,

58:44 we're trying to figure out what it was.

58:46 Different people were taking swings at it, either static concepts...

58:49 Weren't you in a bit of a timeline crunch for it as well?

58:52 Yeah.

58:52 It was the end of the game.

58:53 Yeah.

58:53 I wanted to cut stuff out and they're like, no leave it in.

58:56 And I'm like, yeah, but I don't have any,

58:57 I don't, there's nothing, I don't have any support for this.

58:59 Right.

59:00 And then after a lot of it was built, it was like,

59:02 oh yeah, we're gonna change the gravity and give you a jump pack.

59:04 That came later [LAUGHING] And I was like, ah.

59:07 There's a lot of stuff, especially in Xen where you know,

59:10 that you're getting close to a first draft of some things, right?

59:14 'Cause we just didn't have time and we got to the end of the game.

59:17 And so we considered not going to Xen,

59:20 but the art concepts people did were so cool.

59:24 For the Xen textures, I was deeply inspired by electron microscope imagery,

59:30 and we'd had so much of that regular structural

59:34 texture material that I wanted to do something more organic.

59:37 Insects as well.

59:38 I think there's a lot of textures that were based on beetles.

59:41 It was, that was really fun, and incredibly challenging levels to make.

59:46 'cause the, that editor was not friendly for organic shapes.

59:51 I built the little behaviors for the tree that hits you if you get too close.

59:55 And the one, the light stalk that kind of hides.

59:58 But Ken did a bunch of AIs there.

1:00:01 The floating controller guys.

1:00:03 The flying guys were great,

1:00:04 but you had to set up air nodes for them to travel properly.

1:00:07 I prototyped a lot.

1:00:07 And some of those prototypes were used in the final battle, I believe.

1:00:12 And also for the Gonarch, which I think Randy did.

1:00:15 We at some point have to stop polishing.

1:00:17 At some point we have to like, it is what it is.

1:00:20 And if the player hasn't had fun up until that point, well then we failed.

1:00:24 They're not gonna get to that point.

1:00:25 So who cares?

1:00:26 It just has to finish, and it did.

1:00:29 And there's always Half-Life 2 to win 'em back.

1:00:31 I love that sensation of being alone and inhaling dimension.

1:00:34 But the experience that people really liked in the game

1:00:38 was scientists pop up, and Barney pops up,

1:00:41 and you have companions and you have this feeling of companionship

1:00:44 around you with all the other stuff that's going on.

1:00:47 So a lot of people missed that, which I understood.

1:00:49 And I think if we had thought about the ending from the beginning,

1:00:53 we would've figured out some ways to do that a little more.

1:01:16 I remember coming back from downtown Cabo

1:01:18 very drunk and then running to the beach,

1:01:21 but didn't know there was like a six foot retaining wall there.

1:01:24 So I just went right over, and then I was hurting so much.

1:01:28 I slept the night where I fell.

1:01:30 Yeah.

1:01:30 I woke up the next morning.

1:01:32 I had never heard that story.

1:01:33 With like a really stiff neck.

1:01:34 Oh my God.

1:01:35 It's a good thing you were pretty young.

1:01:37 I remember after we'd gone final on the game,

1:01:42 I was home one morning taking a shower, and my wife asked me, It's done.

1:01:47 Is it any good?

1:01:49 Is the game any fun?

1:01:51 I go, I don't know.

1:01:53 Like, I hope so.

1:01:55 I don't think it's exaggerating by saying if any

1:01:58 one of the crew had disappeared for a month, we wouldn't have shipped.

1:02:04 It didn't matter who they were.

1:02:05 You know, everybody was, was mission critical.

1:02:09 My inspiration from Valve, what I really took away with me,

1:02:12 was that the thing that is most important to me is what are we making.

1:02:16 Coming in as a texture artist,

1:02:17 you don't have a lot of expectation that you're gonna get to influence that.

1:02:21 And I was able to have quite a bit of influence on, on the what.

1:02:26 It was so fun to work with the people who were making Half-Life.

1:02:29 The collection of people were diverse,

1:02:31 at least like in their professional backgrounds, was kind of all over the place.

1:02:36 And so figuring out how to work with all those people.

1:02:39 But also just the fact that we had

1:02:42 hired really stellar people who were good at collaborating,

1:02:45 like the conscientious people,

1:02:47 deeply passionate about what they wanted to create.

1:02:51 That just was a recipe for a professionally, like, really good time.

1:02:56 It seems to me that one of the things that good games do

1:03:00 is make two games worth of stuff and then throw away the bad game.

1:03:05 And fortunately Valve was able to do that, A lot of companies couldn't do that.

1:03:11 But backstopped by Gabe and Mike, Valve could afford to do that.

1:03:16 I always have absolutely nothing interesting to say when people say,

1:03:19 would you reflect on your legacy?

1:03:21 Like, I really don't look back a whole lot.

1:03:24 I'm always excited by the future, right?

1:03:26 So to me it's like, I can look back at the things that we did,

1:03:29 but to me they're just sort of like the stepping stones

1:03:33 to what we're gonna be able to do in the future.

1:03:36 That's just how I'm, that's just how I'm wired.

1:03:39 [ELECTRONIC MUSIC PLAYING] [GUNSHOTS] Oh no.

Study with Looplines Download Captions Watch on YouTube