This subject is related to a real world perspective.
This is a safe article. Click for more information.

Jeep Barnett

From Combine OverWiki, the original Half-Life wiki and Portal wiki
Jump to: navigation, search

This subject is related to a real world perspective.
This is a safe article. Click for more information.

Clipboard sheet2.png

This article is a stub. Maybe you can help by expanding it.

Jeep Barnett
Jeep Barnett.jpg
Biographical information

July 3, 1982[1]



Time period

July 2005 - February 2021[2]



Jeep Barnett is a programmer who has been working at Valve since July 2005.[2] He was hired with most of the Nuclear Monkey Software team to make Portal.[4] Although he was credited in Half-Life 2 Episodes One and Two, he did not directly work on them.[5]


"Jeep quit his janitorial job at Fred Meyer to turn his programming hobby into a career. Jeep's love of video games (and fear of returning to a life of toilet scrubbing) drove him to earn a B.S. Degree from the DigiPen Institute of Technology in Redmond, WA. His senior game project, Narbacular Drop, morphed into Portal after Valve hired Jeep and his DigiPen teammates."
Source (June 6, 2015)



  • Portals: Implemented player, AI, and other portal interactions. Coded surface fitting system.
  • Gameplay: Programmed game entities, player movement, and the portal gun.
  • Design: Ensured a smooth and memorable player experience. Crafted levels in Hammer.
  • AI: Tuned the turret’s behavior to be challenging and fair. Injected life into its reactions.
  • UI: Created the bonus maps interface for challenges and importing user created content.
  • Audio: Built soundscapes and managed aural perception. Implemented sound effect usage.
  • PR: Granted written, spoken, and video press interviews. Prepared and drove trade shows demos.

Potato Fools Day (Alternate Reality Game)[edit]

  • Design: Created mega-puzzle framework to link together dozens of cryptography puzzles.
  • Design: Monitored, disseminated, and reacted to weeks of community activity.
  • Photography: Scouted Seattle map puzzle locations and photographed image clues.

Portal 2, Cooperative Testing Initiative[edit]

  • Design: Developed game flow for connecting with a partner, level selection, and transitions.
  • Design: Codified core elements of co-op puzzle design and player gesture system.
  • Gameplay: Implemented positioning and timing mechanisms for artist-driven co-op gestures.
  • Networking: Resolved late-development lag issues and PS3/PC/Mac cross-compatibility.
  • QA: Debugged and solved Xbox 360 and PS3 TCRs.
  • PR: Met incoming international press for written and video interviews.

Portal 2, Peer Review[edit]

  • Engine: Maintained Xbox 360, PS3, and PC/Mac codebases and automated building systems.
  • UI: Developed leaderboard ranking interfaces.

Selected gameography[edit]


External links[edit]