Steve Bond
For other uses, see Bond (disambiguation). |
Steve Bond | |
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Biographical information | |
Born |
June 25[1] |
Title(s) |
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Time period | |
Nickname(s) |
Wedge[4] |
Steven J. Bond is a software developer who worked at at Valve.
Contents
Biography[edit]
Steve worked with John Guthrie on several Quake mod projects, which demonstrated the power and flexibility of QuakeC. They were both hired after Gabe Newell and Mike Harrington obtained a list of developers working with the Quake technology from id Software.[5][6]
Work[edit]
Steve is largely responsible for the artificial intelligence of the enemies in Half-Life, including the squad behaviour of the HECU Marines.[4]
He worked with John Guthrie, Dario Casali, and Tom Leonard on the Canals and Ravenholm for Half-Life 2.[7] It appears that he also worked on the physics of the game, the Physgun, the Fast Zombie, and the artificial intelligence of various enemies.[8]
Along with John Guthrie and Tom Leonard, he worked on the modular artificial intelligence.[9]
Trivia[edit]
Steve's surname appears in Half-Life as an Easter egg in the Anomalous Materials laboratory on a locker.
Selected gameography[edit]
- Half-Life (1998)
- Half-Life (Dreamcast port) (2001)
- Half-Life (PlayStation 2 port) (2001)
- Half-Life: Opposing Force (1999)
- Half-Life: Blue Shift (2001)
- Half-Life 2 (2004)
- Half-Life 2: Lost Coast (2005)
- Half-Life 2: Episode One (2006)
- Half-Life 2: Episode Two (2007)
- Portal (2007)
- Portal: Still Alive (2008)
- Portal 2 (2011)
Company biographies[edit]
- Steve Bond - Game Designer/Engineer
- Having made the great trek westward from Fort Walton Beach, Florida, Steve is responsible for much of Half-Life's sophisticated monster and entity behaviors, of which the squad-level AI is his favorite. Steve worked with John Guthrie on several projects that demonstrated the power and flexibility of the QuakeC development environment, which caught John Carmack's attention, who in turn referred him to us. Before that, Steve worked at a local internet service provider and delivered pizza, a fact that we rarely let him forget, even in his corporate bio.
- Steve Bond - Software Developer
- (No changes.)
- Steve Bond
- After making the great trek westward from Fort Walton Beach, Florida, to Seattle, Steve took on responsibility for much of Half-Life's sophisticated monster and entity behaviors. (Squad-level AI is his favorite.) Steve (along with Valve colleague John Guthrie) worked on several projects that demonstrated the power and flexibility of the QuakeC development environment. That work caught the attention of Quake’s John Carmack, who referred Steve to us. Before that, Steve worked at a local Internet service provider and delivered pizza, a fact that we rarely let him forget - even in his corporate bio.
References[edit]
- ↑ Headlines from June 26, 1997 on Blue's News
- ↑ Steve Bond on LinkedIn
- ↑ Bond was removed from Valve's 'People' list in August 2012 (before, after).
- ↑ 4.0 4.1 Biography on Valve's official website (January 11, 1998) (archived)
- ↑ The Final Hours of Half-Life on GameSpot (archived)
- ↑ Steve Bond and John Guthrie's blog on Valve's official website (June 16, 1997) (archived)
- ↑ The Final Hours of Half-Life 2 on GameSpot
- ↑ WC map pack
- ↑ The Final Hours of Portal 2
External links[edit]
- Steve Bond and John Guthrie's blog on Valve's official website (archived)