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List of minor Valve employees

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This article lists minor Valve employees.

T.K. Backman[edit]

T.K. Backman is a programmer who worked at Valve on two occasions. He is the older brother of Ted Backman, and he worked with Gabe Newell and Ken Birdwell at Microsoft. Between February 1997 and December 1999, Backman was a consultant at Valve; during that period he was working full-time at Microsoft. He contributed to Half-Life, and was responsible for the game engine, user interface, radiosity lighting, and developer tools. He joined the company as a full-time employee, and worked there between November 2005 and May 2007. He contributed to Half-Life 2 and its episodes, Portal, the Orange Box for Xbox 360, the Source engine (including procedural terrain generation and vegetation blending), developer tools, and Steam.[1][2]

Stephen Baker[edit]

Stephen Baker is an animator who worked at Valve between January 2000 and March 2001 as a senior animator. He created character designs and animation for Half-Life 2. He also evaluated Maya as the company's new animation software and supervised its integration into existing pipeline, and managed the contract development team.[3]

Les Betterley[edit]

Les Betterley is an artist and animator who worked at Valve as a freelancer. He did character animations and a few models, including the large version of the Automatic Turret for Half-Life before he was moved to Prospero.[4][5]

Chris Bokitch[edit]

Chris Bokitch, also known as "Autolycus" in the community, is a developer who worked at Valve between September 1997 and March 2008.[6] He used to run a website called "The Forge", which was devoted to Quake level creation, and also focused on Worldcraft – a level editor created by Bokitch's friend, Ben Morris. Valve hired Morris, and acquired the program in September of 1997.[7] During that time, Bokitch started doing contract work for Valve, which involved writing support documentation for their own version of Worldcraft.[8] He founded the "Half-Life Editing Resource Center" website; it served as a hub for mod developers. He wrote tutorials, created tutorial maps and game data files, and provided support for the mod community.[9]

Wes Cumberland[edit]

Wes Cumberland is a programmer who worked at Valve as an intern software developer between September 1997 and December 1999.[10] He was attending the University of Washington at the time. As the intern, he took care of the computers, source control, and email. For Half-Life, he wrote code in the installer and a few file-handling routines in the game itself. Before joining Valve, he worked at Sierra On-Line for two years.[11]

Karl Deckard[edit]

Karl Deckard is a developer who worked at Valve as a game designer[12] between August 1996 and October 1998. He was involved in every level of the design process for Prospero, much of which was later repurposed for the Half-Life series and the Portal 2 level editor, Perpetual Testing Initiative. For Half-Life, he designed and built the training facility, as well as developed the flocking behavior for the Boids, and the game's behavior, physics, and weapon effects.[13]

Official biographies[edit]

Karl Deckard - Game Designer/Animator
Karl comes to Valve by way of Nintendo, where he was responsible for graphic design and production on Nintendo Power Magazine and several player's guides, including Killer Instinct, Yoshi's Island, and Super Mario RPG. His thorough familiarity with paper-based role-playing games, wargames, and CCGs, combined with his knowledge of PC and console video games, mark him as Valve's quintessential game fanatic.

Stephen Dennis[edit]

Stephen Dennis is a programmer who worked at Valve as a contractor between June 1998 and September 1998. He greatly optimized the navigation for all the characters that use non-local navigation, improved their random numbers, and implemented some Ichthyosaur behaviors, and a BMP image loader for the sky, which the company ended up not using for unknown reason.[14][15]

Duncan[edit]

Duncan (no stated first name) is a developer who worked at Valve as a game and level designer[12] between 1996 and 1998.[16] He was originally hired to work on Prospero in December of 1996, but also helped with Half-Life before leaving in early 1998. Duncan and Dave Riller were part of a total conversion for Quake before they were picked up by Valve. He dropped out of of college where he was studying psychology and music to join the company.[17]

Official biographies[edit]

Duncan - Game/Level Designer
Duncan refuses to tell us his first name. We have suggested "Monty." Duncan is a genuine sociopath who has collected more ears in Diablo than anyone else in the company.

Joe Kennebec[edit]

Joe Kennebec is a developer who worked at Valve as a project consultant between July 1998 and January 2002.[18] As a friend of Mike Harrington, he joined the company as a favor to him during the final months of the development for Half-Life to assist Erik Johnson with on-site quality assurance. He also helped Johnson with the international releases of the game by building and testing installers for different languages. Later, the company sent him to Gearbox in the final development stages of Opposing Force to ensure that the game met Valve quality standards and to oversee the storyline so that it wouldn't contradict anything from the original game. It was his idea for the player to revisit a destroyed version of the training facility. He also contributed to Blue Shift.[19]

Ted Kosmatka[edit]

Ted Kosmatka is a writer who worked at Valve. He was responsible for co-writing the Portal 2: Lab Rat comic with Michael Avon Oeming.[20]

Chia Chin Lee[edit]

Chia Chin Lee is a sound designer and composer who worked at Valve[21] between 2000 and 2003.[22] He was responsible for conceiving and providing audio direction and content for gameplay.[23] His name can be found in some of the sound effects created for Half-Life 2, although it is not known if he is the creator of these files, or if it's the result of an audio processing software. Lee provided sounds for some of the things Marc Laidlaw was working on and recorded Laidlaw's voice to be used for the burning Zombies.[24]

Official biographies[edit]

Chia Chin Lee - Sound Designer/Composer
No changes.
Chia Chin Lee - Sound Engineer
Chia Chin has lived in Taipei, Paris, Johannesburg, Chicago, Madison (the one in Wisconsin), and now Seattle. Before joining Valve, he worked at Raven Software where he created audio content, designed dynamic sound systems, and performed various production roles as a team lead. As a film student at the University of Wisconsin-Madison, Chia Chin spent most of his time splicing together Musique Concrète tape loops, making black and white short films a la David Lynch's "Eraserhead", and playing computer games. Being obsessed with games and audio meant Chia Chin had no choice but to enter the software entertainment industry upon graduation. He is incessantly fantasizing about using audio, narrative devices, postmodern philosophy, and other pretentious techniques to enhance gameplay.

Kristen Perry[edit]

Kristen Perry is an artist who worked at Valve between May 2002 and August 2005. She worked on Half-Life 2 as a texture artist, created illustrations for the marketing of the game, and also contributed to Half-Life: Source. Her Civil Protection officer illustration was published in the June 2004 issue of PC Games magazine, inside a featured article for the game.[25]

Aaron Stackpole[edit]

Aaron Stackpole is an engineer who worked at Valve between September 1998 and April 1999 as a network administrator.[26] He joined Valve from the Gunman total conversion for Quake where he was a level designer. He created an internal translation of all of the original Quake deathmatch maps to Half-Life that were never released initially due to rights issues. He worked for Mike Harrington, and was responsible for building the gold master of the game.[27]

Official biographies[edit]

Aaron Stackpole - Network / Systems Administrator
Aaron magically appears whenever there are computer problems. With a background in game and level design, Aaron's status as a Microsoft Certified Professional with over eight years of computer software and network support experience makes him a valued ghost around the offices. His work for the Gunman TC has brought him acclaim in what he laughingly calls his spare time ... we're still trying to figure out why. Aaron also became the proud father of twin baby girls on September 14, 1998.

References[edit]

  1. T.K. Backman on LinkedIn
  2. T.K. Backman on his video game work (August 15, 2016)
  3. Stephen Baker's personal website
  4. Les Betterley's personal website
  5. Les Betterley on his video game work (August 18, 2016)
  6. Chris Bokitch on LinkedIn
  7. Press release on Blue's News (July 14, 1997)
  8. Interview with Chris Bokitch on The Speakeasy Offensive (September 29, 2001) (archived)
  9. Interview with Chris Bokitch on info_design (September 10, 1999) (archived)
  10. Document on Coray Seifert's personal website
  11. Wes Cumberland on his video game work (September 22, 2016)
  12. 12.0 12.1 People on Valve's official website (January 11, 1998) (archived)
  13. Karl Deckard on LinkedIn
  14. Stephen Dennis on LinkedIn
  15. Stephen Dennis on his video game work (August 15, 2016)
  16. Duncan on LinkedIn
  17. Interview with Duncan on Big One (June 24, 1997) (archived)
  18. Joe Kennebec on LinkedIn
  19. Joe Kennebec on his video game work (August 16, 2016)
  20. People on Valve's official website (September 5, 2011) (archived)
  21. People on Valve's official website (December 3, 2000) (archived)
  22. Chia Chin Lee on LinkedIn
  23. Interview with Chia Chin Lee on International Game Developers Association (archived)
  24. Marc Laidlaw on his level design work
  25. Kristen Perry's personal website
  26. Aaron Stackpole on LinkedIn
  27. Aaron Stackpole on his video game work (September 1, 2016)