Welcome to our World! Where we serve you cookies to ensure you get the best viewing experience on our site.

Did you know that you can remove censorship board-wide, use our advanced search functions, be notified when new content is posted, join our memberships, set episodes to show in any order you want & more if you are logged into your account?

Register or sign in here: ucp.php?mode=register

Half-Life 2: 20th Anniversary Documentary (2024)

Curious minds want to know... Documentary Movie collection.

Moderators: Maskath3, GabrielAlejo2341, sidolanters, Maskath3, GabrielAlejo2341, sidolanters

Watch Docus Amazon   Docus Merchandise

Documentary movie collection.

Half-Life 2: 20th Anniversary Documentary (2024)

Post by bunniefuu »

(intriguing music)

- I always have been

doing since my childhood

a bit of urban exploration.

So I love to break to a

window of an abandoned factory

or building or train station.

So that's one of my hobbies, used to be.

What's on the roofs of buildings.

What's in an abandoned building cellar

and in a factory?

We did a lot of work on this.

(intriguing music)

(intriguing music continues)

At the time when I did

my first photo sh**t

of the Austerlitz station,

it was under construction.

But then there was no security

guards, no fences even.

You can just walk and

see the broken textures

and layers of paint and brick and history.

And it was just so cool that I can get

and get this information

before it got overbuilt

with a new neighborhood.

I went to check it out last night

and it happens to be completely destroyed

and under construction again.

And it just goes back,

luckily, coincidentally

to the exact same state

where I shot it 25 years ago actually.

(intriguing music)

(slowed down g*nshots)

(radio beeping)

(train horn blaring)

(intriguing music)

(intriguing music continues)

(intriguing music continues)

(intriguing music continues)

(intriguing music continues)

(intriguing music continues)

(intriguing music continues)

(intriguing music continues)

(music fading out)

(compelling music)

- So one of the big

challenges with "Half-Life"

was just establishing the company

and sort of determining whether or not

we could actually make video games at all.

My background was operating

systems and spreadsheets.

Mike Harrington, who was the co-founder,

had a similar background.

He had a little more game

experience than I did,

but with "Half-Life,"

we were pretty sure we were gonna fail.

And then "Half-Life" was successful.

It was like a lot more successful

than we had any reason to expect.

And now we had to follow it up, right?

We didn't wanna have a sophomore slump

We didn't want to be a

one-and-done kind of company,

so now we had the terrifying obligation

to our customers and to our fans

to somehow advance our game

design skills, our technology

all needed to level up

for the second game.

- I think a bunch of

us were really shocked

by the success of "Half-Life 1."

We were this young, unproven company.

I don't think any of us really knew

what to expect when we finished the game.

I remember when we started

working on "Half-Life 2,"

we had already set the bar

pretty high for ourselves.

- So during "Half-Life 2,"

what we were really trying to do

is take advantage of the visibility

that "Half-Life" had created

for us in the industry

to continue to hire the best people

that we could find in the world.

It just got easier.

The bar didn't get any lower,

but the fact that we had,

it went from, "Hey, this weird dude

who worked on operating systems

wants to convince you he

can run a game company"

to, "Oh, 'Half-Life' won a bunch of awards

and now they're working

on a sequel to that."

- It was either my first

week or my first day

was actually the going away

party for Mike Harrington,

the co-founder.

- Yeah, I came to Valve

when I was just tiny.

We had, I think, maybe 10 or so people.

Dave and I grew up together in Louisiana,

so he and I had always talked about

maybe starting a game

company at some point.

And during "Half-Life,"

that kind of changed to a,

"Maybe instead of that, the dream could be

you come and work here

at this one with me."

- Yeah.

And I interviewed the day

that "Half-Life" went gold

and I took the team photo.

- [Jay] Yeah, there was

like an old photo of us.

We broke a paper mache

Headcrab and everything.

- Yeah, I was freaking out.

- Yeah.

(both chuckling)

- I was actually working on

a video game concept in high school,

and I was seeking a

mentor and I got in touch

with Marc Laidlaw at Valve.

I guess it was the right

time and right place

and quite a bit of luck,

and I ended up getting

an internship that way.

I guess I was 17 at the time.

- So you've got a whole company

that's familiar with

tools and a whole process,

and then we just started over.

We rebuilt the tools and

we rebuilt the engine.

So we had this long period of time

where we could sort of

take our time on design.

And so we spent a lot

of time working on story

and just trying to figure out

how to make this thing bigger,

like somehow more epic.

And those discussions eventually

led to this idea that,

so in "Half-Life" one,

you open this portal,

some strange rift to another dimension.

And we thought, "Well,

what if that broadcast

this signal to the universe that's like,

'Oh, there's this planet there.

It's free air and water.'"

And so then we sort of

came up with this idea of,

"Well, there's this mega organization

that's resource-starved

and they're just gonna come

and take it if they can."

- How many years passed between? Six?

- Yeah.

- So I would say

the first two years we

tried a lot of things,

and a lot of those story

arcs that we had initially

didn't have really any

carryover from "Black Mesa"

or any of that.

- There was originally gonna be

three different alien races

like the bugs or religious ones,

and the Antlions actually

came out of that bug race

that was supposed to be a

much bigger part of the game.

- It had three alien races.

The Warrior Aliens, the Insect Aliens,

and the Spy Aliens.

And it had a Prague-like city,

which ended up being the

closest thing to City 17.

- In a lot of ways, it

reminds me of writing music.

Everyone was sort of riffing ideas on,

"Well what if we did this or tried that?"

I remember we were really

ambitious at the beginning.

I remember we designed, what, four cities?

At one point, Prague, Jerusalem, Chicago,

Los Angeles, I believe.

We had an Arctic base, an underwater base,

an icebreaker ship, an airplane sequence

that crashed into a high rise,

which we cut right after 9/11.

We had several Combine

bases in the Wasteland.

We had the Air Exchange, which

is where they were taking

the atmosphere from Earth.

We had a train depot and so on.

So we really obviously had to scale back

what we were trying to do.

But that's okay to go a little

bit nuts at the beginning.

- I saw it almost as sophomore

anxiety maybe, you know?

Like, "Oh, wow, we have

to surpass 'Half-Life',"

and "Half-Life" was important, you know?

And so it was this unbounded ambition.

- And we kept asking ourselves

and Gabe kept asking,

"Well, how is this 'Half-Life?'"

When you have a silent

first-person narrator,

you could tell people this is Gordon

and throw that character into

literally any environment

and say, "Yeah, this is 'Half-Life,'"

but unless the environment is telling you

that that's the case, it's very arbitrary.

So we wrestled with that a long time.

Slowly the sort of grab

bag of characters we had,

we started to feel like there

was connections between them.

And then at some point we realized,

"Oh, we can make this

out of the science team

the survivors from 'Black Mesa'."

And suddenly, for me it was the idea

of it's a science team.

That suddenly, you could

put those guys anywhere,

and because they have a

familial interconnectedness

and they recognize Gordon,

that will make you feel like

it's a continuation of this story.

Obviously Alyx was totally

new to that universe,

but she had a father who

had been in "Black Mesa"

and he and the other

scientists were friends,

and they had extended their relationship

into this new world that you were in.

That was kind of the click,

was the science team.

And that was a while till we got there.

- Much like the first one

where all the contributors were really

collectively deciding on the direction,

is we were really making

a push to grow the team

and hire new artists.

Dhabih Eng was an influential

early contributor.

I think he and I were

doing character designs

for Gordon and for Alyx

and for some of the

antagonist Combine characters.

- At the time, I was looking at a lot of,

I mean, really the helmets,

which I think are kind of one

of their defining features,

was based off some gas masks from Europe

that I had seen in some reference.

I remember doing early

concepts of the new HEV suit,

like, "What's Gordon gonna be now?"

And I had kind of just started,

and so I was like, "I'm

gonna make this my own!"

It looked I guess kind of

like the still suits in Dune,

but black and a lot more

belt buckles and latex.

And Gabe was just kind

of like, "What's this?"

Like, "It's Gordon." I was

really proud and excited.

He's like, "Why is it not orange?"

(Dhabih chuckles)

Or something to that

effect of essentially,

"Why are you giving up this

iconic part of the character."

- People love it.

- [Dhabih] Yeah, people love

that, so what are you doing?

And it's like, I kind of was like,

"Yeah, I guess he's right."

So we kind of went back

to the drawing board

and ended up with what shipped.

- We had, I don't know, so many creatures

that we tried and abandoned, you know?

Not because they were bad,

because we had better things to pursue.

Like there were the Sackticks,

the Cremator, the Crab Synth,

the Stalkers.

- And even stuff, like

the Stalkers we had a little

bit in the game, right?

- [David S] Yeah, we shipped the Stalkers,

but not as an adversary that you fought.

- There was definitely an evolution

of how biological versus how synthetic

a lot of the creatures

in "Half-Life 2" were.

And I was always hoping to get to a space

where it was ambiguous, you know?

Where you couldn't quite

tell if this was created

or if it had grown or if it

was natural or synthetic.

- There was some Synths

I did that never ship.

Actually, we, we did ship 'em.

They were at the end of the game

when you're going through the Citadel.

I had designed these Synths

that no animator could figure

out how to actually move

'cause they weren't built to move.

- And much like some of the environments

that we've seen released in

the leak that were very dark,

some of the early "Half-Life"

stuff was also very dark.

But at the time, video

games were very dark.

- In the interim before we hired Fletcher

and before Viktor was there,

'cause it was the old environments, right?

I don't remember how it came about

that they built this level,

but the idea was there

was some looting going on

and the idea was you're

in this little alley

and you see a citizen,

you hear a voice saying-

- "TV! Free TV!"

- They just got into the TV store

and the citizens and

the cops are fighting,

and you see a citizen run

past you holding a TV set

and he goes, "Get one! Get a TV!

Get yourself a TV!"

And then he runs off down the thing

and you go in another courtyard

and there's a cop with a

night stick and a citizen,

and they're having a fist fight.

And it's interesting

'cause the NPCs are negotiating

their bounding boxes

and there's some animation

like how difficult it is to contact.

- We captured everything.

We took pictures of

whiteboard design sessions.

There were really crude

drawings and ideas.

Some of the stuff from the very beginning

made it all the way to the end, you know?

Ravenholm, Antlions, Dog,

Kleiner's pet Headcrab.

Those things were just

so fun in the moment

that how could they not survive, right?

The other thing that was really memorable

is I remember we started making

the world really dystopian,

really dark at the beginning,

and some of the concept art shows that.

We didn't think players would enjoy

spending 20 to 40 hours in such a dark

and a kind of oppressive setting,

so the game lightened up

considerably over time.

But still maintain the

feeling of a security state.

- So I was trying to

get all these cool ideas

that the team had already when I arrived

and streamline them.

Instantly I think we were

friends with Marc Laidlaw,

we had a common sort of vision and fantasy

to create Orwell-like city.

And then slowly, I brought

context behind that,

the idea that we can place this

in an anonymous Central

Eastern European city,

which is a perfect setting

because in these countries there were

so many waves of invasions.

We had the Ottoman Empire,

we had the Russians,

and now why not the aliens?

- And one of the first

maps I remember working on

was they called Test Room Standards.

In "Half-Life," every level designer

kind of had their own idea

of how big stairs were

or how big steps were gonna

be or how big a button was.

Make sure we had some consistency.

Another thing that was sort of important

was just getting more

people to go on field trips

and going to do research,

'cause I think a lot of the

level designers on "Half-Life 1"

just were building very abstractly,

and so we wanted to have some

more grounding in reality

and have more realistic proportions.

And also just get, textures

were going from hand painted

to more photographic,

and so we would go out

and collect a lot of the

pictures for those textures

to start building for our new library.

- I joined "Half-Life 2"

probably a year after it had started.

I know that it was at least a year

because I was put on Borealis,

which everybody else had disowned.

But then I came along and they said,

"Oh, well, I guess this

is now your problem."

So I started on Borealis,

and of course I failed at that too.

That eventually got cut.

- Yeah, so I came in having

had experience doing game AI.

I was at Looking Glass Studios,

probably the biggest thing I did there

was lead programmer on

"Thief: The Dark Project,"

the AI for that too.

And actually my first thing is

they handed "Borealis" to me.

- After I'd finished?

- [Tom] Yeah, to do the AI for the guy

that you're supposed to walk

through the Borealis ship with.

- There was a bunch of work put into it.

We even went on an icebreaker

ship to get reference.

As soon as we started to put it together,

we realized how unbelievably

tight the space was

and you could never

make any kind of really

interesting combat in it.

And so it just withered

on the vine right there.

- I mean, when I started

there was that document

that was the tech wishlist.

- Yes.

- It was just this very

bare bones b*llet list of tech features.

And I mean, I think it

was six years of work

to build that tech list and

then realize it into a product

and leverage all the

implications of it, you know?

- So this was a main feature,

that the light felt very,

very realistic and intuitive

because of the source engine and the work,

the collaboration between

artists and engineers.

Ken Birdwell, he was a

fan about photography

and getting the lighting right.

- The math that we were using was wrong.

And not only that,

the math that everybody

was using was wrong.

And then as I started to correct it

and I realized just how bad

it was and then I fixed it

and suddenly everything looked great,

I had to go tell the hardware guys,

the people who made hardware accelerators,

that fundamentally the math

was wrong on their cards.

That took about two and a half years.

I could not convince the guys.

Finally we hired Gary

McTaggart and Charlie Brown,

and those guys had enough pull and enough-

I have a fine arts major,

nobody's gonna listen to me.

- Charlie and I met at college

at the University of Florida.

We were both getting computer

science degrees, yes?

I ended up dropping out to go work at 3dfx

as employee 11 there.

And then I think Charlie,

you actually graduated, didn't you?

- I graduated, then I followed

you. And I was 17 there.

- Yeah, yeah.

- I was 17 there.

- There were three kind of principles.

One was to make something

that was immersive,

visually really rich and appealing,

something more like you

would see in a film,

and the art direction

and the technology to make that happen.

Second one was to have

characters that you cared about.

So basically that could react, emote,

that mattered in the world

instead of just being signposts.

Third was to have a responsive environment

with physics that mattered.

- I think that I maybe

more than other people

realized just how big of a task

we were setting for ourselves.

So I was a little bit daunted by that.

- We felt the pressure from

Gabe actually to double down

and make something even

grander than "Half-Life 1."

Therein lies the sort of

little bit of the trap

of "Half-Life 2's" development story,

which went from being a pretty quick,

"Let's figure out how to do

this" to a six-year slog.

- [Tom] Yeah, and it was

six, seven days a week,

10 to 14 hours a day.

- [Ken] "Yeah, we're

gonna cut your feature.

Sorry. It's just not worth it."

- [David S] So I ended up

being really the point person

working with the FBI.

- [Charlie] I remember

coming in that morning

and figuring it out,

and I just felt like someone

had just punched me in the gut.

- [Robin] What's this mean?

Can we still keep working on the game?

Is someone just gonna release

the whole game tomorrow?

- [Jay] I definitely was

not shielded from that.

- [Scott Lynch] I remember

one conversation with Gabe,

which he was like, "So how f*cked are we?"

"Yeah, we're kind of screwed."

- [Gabe] The company was

pretty close to going bankrupt.

I was pretty close to

going personally bankrupt.

It's like, there was no money left.

- [Karl] I can't think of

another case when that happened.

Yeah, a real bullshit move.

- [Marc] Are we allowed to

cry in this documentary?

That's what I wanna know.

(tense music fades out)

(gentle music)

(gentle music continues)

- I remember we shipped "Half Life 1"

and the world loved it, and

we were just super happy.

Like, "Yeah, we did this thing!"

And we had a big meeting,

and Gabe looks at me

and goes like, "So all the

animations are terrible.

How are you gonna make

'Half-Life 2' better?"

- In "Half-Life 1," we

made what were at the time

significant improvements,

but still they were fairly

robotic and mechanical.

And so we had to go and

do a huge amount of work

on the animation system and

on the facial animation system

and coming up with authoring tools

that allowed you to do it.

- Oh.

End of the line,

- A lot of this was level designer design,

like figuring out how to build atmosphere.

We knew that we wanted to start you off

seeing the Citadel right away

and we wanted to introduce you to the city

with this great voice

acting from Robert Culp.

We wanted to finally do real characters.

We knew that from "Half-Life 1",

the way that players would respond

to having any character talk to them

was way beyond the

reaction that we expected.

When we figured this out in play testing,

if Barney would follow you

around and sh**t things,

suddenly you just love this guy

and you love the scientist

and you love these characters.

So we knew we wanted to just bring that

way up to the next levels

beyond what we could imagine.

(loud expl*si*n)

(frantic screaming)

- And the theory was if

we could make a character

who could act realistically,

that that would help the player

make an emotional connection

to the other characters in the game.

And at the time we decided

we were gonna do that,

not only did none of the technology work,

but I would go talk to

industry professionals

and they would tell me not to bother

'cause you couldn't do it.

Luckily found a research

work done in the '70s

by Dr. Paul Ekman,

and he had just broken

down how the face works

and how humans make expressions

and he had this incredibly wonderful

formal clinical description

of what a face does

and the sorts of things

that normal people do

with their face.

- I tried this experiment

with putting a grid

on Scott Lynch's face

and sh**ting him from

the front and the side

so that we could get points from this grid

in three space for the geometry.

And we got shots of his

texture and we found a good way

to model a reasonable head of his geometry

and then project the texture onto it,

and then abstract it or stylize it enough

so that it didn't look

totally photographic,

but it looked like kind of a real person.

- Occasionally when

somebody hears the history,

it will generate a light bulb,

but no, no, I don't get accosted.

- [Producer] No one's asking

you for beers or anything?

- No, no. Or buying me beers.

(both laughing)

- We added Ken's eye tech

to that, which was amazing

because he really modeled

and he went deep into the

research of how eyes work.

- Eyeballs was about nine months.

Just on eyeballs.

(Ken chuckles)

But you have to do each step.

You have to get the

shape of the eye right,

you have to get how the eye lid

gets pushed by the cornea

and the ball of the eye.

So as your eyes move around,

your lower lid, your upper lid,

all of those get sh shifted

slightly and it's all automatic.

It was wonderful.

The day I got it working, the

characters went from looking

like interesting dolls to, (gasps),

"Alyx just looked at me!

Oh my god, this is working."

- They would ask for

surprising things at times,

like they wanted really fine control

over looking at named

objects in the 3D world,

no matter what direction

the actor is facing.

So you had to figure out things about,

"Oh, maybe the upper body needs to turn

and the head needs to turn

and the eyes need to turn."

- So we're in the elevator

coming back from Starbucks

to get morning coffee, and we

saw this face and it's like,

"That's him, that's the scientist!"

And he was an accountant in the

firm below ours in Kirkland.

- Yeah, definitely, and

kind of blows your mind

when you've been working all day

on this character in your game

and all of a sudden

you get on the elevator

and you're like, "Holy crap, it's him!"

- I once ran into him at the airport.

- So we cast people that

were real change vendors

in front of supermarkets, we'd

cast waiters in restaurants.

- [Ken] When I was in junior high school,

I took karate classes

and that was my old karate instructor.

- Randy Lundeen said, "Hey, there is a guy

holding a sign for work at

this exit on 520 every day

who has this great face."

And he took a picture of his face

and he stop and asked if he could.

And so it's like, "Oh, this is great.

I think this guy's Eli."

We brought him in and paid

him a couple hundred dollars,

which is what we were

paying people back then,

and so that's where he came from.

- Erdine Gesiche was a Bosnian friend

that I knew from school.

He was like, "We want the East European

contingent and stuff too,"

so it was pretty interesting.

- We wanted anybody to

feel a part of the world

when they're playing it as a player,

and so we found people from

pretty much every skin color,

different ages, male and female,

equal numbers of males and females.

Sadly for them, they all had

to share the same voice actor.

(all laughing)

- Sadly for us too!

- We dropped a crate of rockets

coming across the plaza.

We hoped for one more fighter

to help storm that barricade.

We never dreamed it would be you.

- I mean, Kleiner's Lab was

the first prototype that we did

of how characters could

work together in a scene.

- Yeah, it was like a proof of concept.

We kind of had to make that work

and put everything we

could into it at the time

to test all the technology,

and then know from there what can we do,

what else can we do with this.

- Turning it into a performance

that would be engaging

rather than just the audio

radio play kind of thing.

Yeah, I mean that was the point where,

that scene was where it all

started to come together,

all our theories and hopes for

what the experience might be.

- And it all went completely

smoothly outta the box,

it was amazing.

- The most difficult technical aspects

are really kind of boring.

They're the, "Okay, the

character is running through AI

and now they need to jump in

and hug another character.

Now they need to pick up

something from the desk,

and that thing on the desk can move

and where the character is can move

and where the player is can move

and everything about this whole

scene can move dynamically."

And to get to that stage

where it just looks right

is this huge technical challenge

and artistic challenge.

But once it's done, it's just amazing.

- Gordon?

Gordon snap out of it.

You're staring at me again.

- [Kleiner] Ah, warming up nicely.

- Are you sure you don't want

me to swap out the polarizer?

- I remember when we got Fletcher on

and he would kind of teach us about

how they did things at Disney

and they would bring in acting

coaches for the animators.

What does sarcasm look like?

Certain expressions,

and there's a timing to those expressions.

- When you have a scene

with multiple characters,

it's not always the person talking

that's doing the acting, right?

Everybody's acting.

Even though you may be looking at Kleiner

because he's the one talking,

every character in that

scene around you, behind you,

they're all doing stuff

because not everybody's gonna

be looking at the same place.

- Yeah, I remember even just

like when Alyx teleports

and then you see her show

up on the screen, right?

- Oh, that was incredible.

- Heads over, gives him a quick kiss.

- It tells you so much

about the relationship

without having to say,

"Hi, dad, I love you."

And all this extra heavy-handed stuff.

- Jake was a random demo

reel that was sent in.

It was incredible.

- Jake was incredible.

- Jake was incredible.

Miss that guy.

- One of a kind.

- Yeah, miss that guy.

Amazing technical animator.

- [Matt] Yeah, I mean Jake

was one of those guys that,

whatever needed to be done,

he would figure it out

and just make it happen.

- [Douglas] It'll just get done correctly.

- [Dhabih] I think also the context

of when all this was taking place,

like the problems that

he was helping solve

were just things that weren't being done.

Even something as simple

as passing someone an object

between two characters

sounds super simple

but actually really, really

complex, especially back then.

And so he really helped

push how do we even do this

in collaboration with the programmers.

- Dhabih wanted to do a goo thing,

so I worked on the shader for that.

I did the stuff for rendering that

and all the little monitors everywhere

that showed other scenes.

Did the refraction shaders and

the supporting code for that.

The shaders didn't

really have conditionals

or loops or anything like that,

so we would unroll it all and

compile a bazillion shaders.

It got to the point where

it was so many shaders

and it took so long to compile that we,

I think Mike Dussault implemented

distributed building system.

Everyone's machine, the

company was running something

that could sit there and

compile shaders all the time

or do lighting for the levels or whatever.

- [Dhabih] Any opportunity to kind of add

to the visual storytelling I think was...

- Yeah, and I think we hid the

first G-Man sighting there.

- [Dhabih] That's right,

he was one of the monitor.

It would flip to him.

- Yeah. Yeah.

And then he'd just walk out of frame.

- The moment where you see him

makes you realize there

must be a lot of moments

where you didn't know he was watching you.

He's not Big Brother, that

doesn't make sense to me

that he would be a Big Brother

because that's sort of

industrial and bureaucratic,

and this is much more intimate.

He's always over your shoulder, watching,

waiting for the moment to speak.

That's where I think he lives.

My name is Mike Shapiro and I am G-Man.

I am also Barney.

And Barney's, he's not that far from-

"Gee, Gordon!"

He's not that far from where I live.

He's so fallible and he's

always tripping over himself,

and he's just such a good guy, you know?

Not necessarily the most capable,

but just really there for you.

Get that thing away from me!

- Here, my pet. Hop up!

- I think early on, I had a

sense that G-Man knew a lot

and was taking care of a lot

that we didn't quite understand,

was kind of enjoying f*cking with people

and massaging reality in a way

that he had a unique capacity to do.

There were also aspects to him

that I knew pretty early on,

like his relationship to time

is very different than

you or I would think.

In my mind, he could literally

be in two places at once.

And so sometimes there was a kind of

an implied hitch in his timing,

or he's experiencing two or

three different moments at once

and that might be funny for

a reason that you don't know

'cause you're only in one

time with him in a moment.

The right man in the wrong place

can make all the difference in the world.

- [Marc] I think as we

realized how well she worked

coming out of stuff like the

Kleiner's lab experience,

we started looking for more and more ways

to include her in stuff.

- And of course she really came to life

when we found Merle Dandridge.

- Yeah.

We could feel her a already as a partner

in creating this character,

I think, coming out of that.

She's just got a creative

relationship with this character

and she's gonna bring a lot to it.

- [Bill V] I feel like she was

really able to bring a warmth

and humor into her deliveries, too,

that other people, it was more like

a soldier in a game a little bit.

I mean, she did this great job of bringing

a character warmth into it.

- And now we're sitting ducks

unless we can get this thing running.

Come on, Dr. Kleiner.

Is it gonna work or not?

- Now, now. There's nothing

to be nervous about.

Let's see.

A massless field flux itself limit.

- My name is Harry Robbins,

I'm known as Hal Robbins.

I have a stage name of Dr. Hal.

My only doctorate is in theology

from the Church of the

SubGenius, which I'm involved in.

Well, I think perhaps Marc was familiar

with the things I do on the radio

and he thought my voice

would be good for it.

I have a monthly Ask Dr.

Hal show on Twitch and Zoom,

and I am also on a couple of radio shows.

Well, I'm a graphic artist.

I've worked for DC Comics

for their Paradox Press line.

Well, I have some patrons

who I do painting for.

I've painted many things for them.

I played Dr. Isaac Kleiner

after I did the voice of a

number of different scientists.

I try to pronounce all the words.

I make sure to aspirate

consonants, for example.

I don't say "didn't"

the way most people do,

even newscasters today.

I always make sure to say "did-n't."

Perhaps it sounds archaic that way.

Marc wrote archaic

expressions into my dialogue,

and I would say things

like, "Oh, fi" and so forth.

No, not up there!

No, no! Careful, Lamar!

Those are quite fragile!

Oh, fi!

It'll be another week before

I can coax her out there.

- Yeah. Longer if we're lucky.

- Barney! (chuckles)

You're not an animal person.

(Kleiner grimaces)

- It was always pleasant.

I was always well treated.

They were always patient,

even if I mispronounced

something which was obvious,

they would correct me and

I would pay attention.

And I always try to be

as close as possible

to a one-take wonder so they

don't have to do it again.

But that enabled them to do it many times.

And so they had a lot of

things which arose from that,

and some of these are the

things I'm asked to say by fans,

which are inexplicable to

people who don't know the game.

Like, "You want this guy to say,

'Have you seen my coffee cup?'

'And why do we all have to

wear these ridiculous ties?'"

(Hal chuckles)

(compelling music)

- So in the same way that

we thought it was important

in "Half-Life 1" that

when you shot a wall,

that we put decals on the wall

to indicate that you shot it,

we wanted to say, "Okay, what happens

when you throw a grenade at

a bunch of boxes," right?

The world itself needed to be

more reactive to everything you did.

- We used some third party code,

but Jay Stelly was the one

who really wrote the wrapper

on that, that integrated it.

- And physics was, even

earlier in the project,

was pretty successful, right?

Once we got over the initial

thing of things falling over

and we started adding breakable objects,

things you could script and hammer.

We added vehicles, sound

cues from all the objects

and the AI, so you could

drop things on them

and crush them and things like that.

All of those behaviors, once we got

just a few of those things

in, that was really fertile.

- For everyone who

worked on "Half-Life 2,"

masses got broken down

into a set of scales

that I assume someone's

already talked about.

No? Okay.

- Well, you see!

- So, yeah. All right.

So the question is whether

it's bigger than a bread box

or smaller than a space station, right?

- When you want to debug

something and the text says,

"Oh, this thing weighs

as much as a racehorse-"

- Yeah, you knew it was

more than a bread box

and not as much as a space station.

- "I think so, but I

don't know in the scale

if it's closer to this or closer to that."

A refrigerator.

- Yeah, a refrigerator.

This all came from at some point,

I think it was David Speyrer,

so you could look at

any entity in the game

and turn on a bunch of

debugging text about it.

And one of the most

important things to get right

with every object in the game

that was physically

simulated was its mass,

'cause that dictated an

enormous amount of things,

like the amount of force it would

apply to something else when

it impact, when it hit them,

its response when it's

hit by something else.

All that stuff, had to get it right.

But of course, masses is just a number.

What does this mean to anyone?

And so I think it was David

Speyrer who found online

some list of masses and objects,

and he just brought that into the game

so that when you looked at an object,

it'd say like, "100,

racehorse" or something.

And so over time, you all

just got that locked in.

And because it was a logarithmic scale,

it went from things like bread

box, paint can or something

up to like space stations.

- Yeah, the moon.

- The moon!

- You're like, "What?

What do we do with this?"

At this point, it's just

key frame at that point.

- Yeah, so there would

be many conversations

where we'd say something

like, "I don't know.

Do you think that's more like a racehorse

or the space station?"

(metal creaking)

(water splashes)

- The very first physics

puzzle that we put in the game

from a development calendar standpoint

was the washing machine puzzle,

where you push the washing

machine into the hopper

and raise the ramp for

the airboat to jump over.

We developed that because

we felt like we had

this section of relentless pressure

with the attack helicopter.

Watching players play test,

we felt like they needed relief from it.

You see the very first training of it

in the on-foot canals

with the teeter-totter

that you have to put the cinder blocks on,

which was added to the game later,

and it's sort of training of like,

"Hey, you can interact

with levers and balance

and create paths for yourself."

And then, yeah, later the buoyancy puzzle,

we added that one after

the washing machine puzzle.

And it was just kind of like,

"Oh, you can connect masses

with invisible pulley systems

and then build little machines that way.

(barrel thuds on the ground)

- I guess at first, right, the

gravity g*n was kind of this,

we weren't even sure we were

gonna ship it in the game.

It was like a development tool.

And so it was this beam,

you could reach out and grab things

and pull 'em toward you or reposition 'em,

drop 'em, grab 'em from another point.

But then we talked about simplifying it

and just making it to where

it was just pushing on things

and pulling on things, and

where could we go with that.

- [David S] And the

first draft of Ravenholm

wasn't really about

physics so deeply, right?

We ended up reorganizing the game

to put Ravenholm after

you get the gravity g*n.

Originally it was before

you would park the airboat

at the dock of Ravenholm

and then get out and go explore Ravenholm.

(eerie music)

- We wanted a horror area,

since in a lot of ways

"Half-Life" was a horror game

and the horror was kind of

leaching out of "Half-Life 2."

So we at least went in one

environment that was just scary.

And then we had a design

meeting where Doug Woods said,

"Preacher with a shotgun."

And it was like, "Oh, yes!"

- The important thing to know

is we didn't sit down and design Ravenholm

as the tutorial for all those things.

It kind of kept getting things over time.

And then after we got

more physics working,

we had this idea that there would be traps

for the zombies in there with physics.

And there were a bunch of 'em,

and they didn't all make

it into the final game.

And then some of them did work though,

and we had to build a system

for cutting the zombies in half

once we added the propeller traps,

and we had to make 'em the right height

so you could crawl under 'em

or the zombies could crawl under 'em.

And then someone had the idea,

"Well, what if the top half can keep going

and it can get you under there?"

We tried that and that was great.

Someone had the idea of a saw blade,

and Ravenholm already

existed and we ended up,

based on this behavior

happening in another level,

built a saw blade and went

and put it back in Ravenholm.

- Ravenholm was probably

some of the most fun

I had working on "Half-Life 2,"

the whole idea behind Ravenholm

and that we were going

to starve you of a*mo,

sort of force them in a position

where they have to rely on physics

and the context of the

objects around them.

It's like, "Oh, wouldn't it

be awesome if this zombie,

it's gonna take him 30

more seconds to get to me,

but he's got a barrel right there.

What if he could swat that at me?"

So that was definitely

something that was just like,

"We have physics now.

This would be a cool thing to do with it

and it'd be a thing that would make sense

and a thing that would be scary and fun."

- [Tom] One of things that

John was extremely strong at

was little touches like, I

think we called them puzzlets.

- We did call them puzzlets.

- They weren't puzzles,

they were puzzlets.

- Yeah, it's this little

thing that takes you

between five and 60 seconds to resolve,

and at the end you either get something

or you feel a certain way.

And it was really a

big part of making sure

that minute-to-minute

gameplay, as we called it,

was interesting.

Yeah, he was good at that.

(monster yells out)

(g*n emits whirring sound)

(loud g*nsh*t)

- We actually did this

as an exercise of like,

"Okay, take all the elements in the game

and have a grid of rows and

columns of all those elements

and make sure that

there's a meaningful thing

at each intersection of those cells,

so that everything has a meaningful

interaction with everything else."

And where we saw empty cells,

we would actually design a thing.

- [Jay] Yeah, like, "Is there

something we could do there?"

- Yeah, barnacles plus

grenades or whatever, you know?

"Okay, we need to make sure

that they'll eat the grenade

and then blow up."

- The reason we build these

scripting level design tools,

it makes it accessible for

all the people on the team

if you can't write code, to

like put something together,

try out an idea, see

what we can do with this,

and the entity system's

no different, right?

A lot of things that level

designers just wanna like,

"I have this idea for

something that could happen.

Is that fun?"

- Look to your own salvation!

(man laughing maniacally)

(loud g*nsh*t)

- Yeah, I was on "TF 2" at that time

and I don't remember exactly,

I think it was during 2000 maybe?

Someone else has probably told you this

and got the dates actually right.

But at some point we

all jumped from "TF 2"

over to "Half-Life 2."

I feel like that marks the sort of,

in some ways in retrospect,

the end of pre-production

really of "Half-Life 2"

and it becomes now, "Let's

build this thing and ship it."

(exciting music)

(helicopter whirring)

(exciting music)

(helicopter whirring)

- Actually, the first

thing I got told to work on

was a jet ski, and I spent three weeks

trying to figure out a

jet ski in first-person.

I was like, "Okay, none

of this is working.

I don't see how you do this

without making people sick."

So I remember one weekend

out of frustration,

I just made the airboat.

I don't know, maybe it's

the Florida bit in me.

- So Charlie Brown had

worked on the airboat,

and then we picked it

up a different group.

We started working on the canals.

And we had this idea of it was gonna be

kind of like a lot of

tricks under pressure,

where you're doing

skateboarding-type moves.

I think it was Kelly

Bailey who basically said,

"I'm playing the canals and

I'm trying to do these tricks,

and I'm failing, and

then I'm getting shot."

And he's like, "I wanna be

like 'Smokey and the Bandit.'

I just wanna be smashing my way out."

We did this whole other

pass of the canals,

where we dialed down the

consequences for failing the tricks

and we dialed up the feeling of power.

- Some players absolutely refused

to really stay in their airboats.

They wanted to get out

and look under every rock,

behind every tree.

For those players, we had

to craft enough density

through the lengths of the canals

to keep them entertained and happy.

And then there were people

who just wanted to

smash through everything

and treat it like a racing sim.

And so the game had to be

fun and interesting for them,

and sometimes that would clash.

- If you stop here,

we're going to give you

a reward, basically.

Either a narrative reward

or an actual in-game reward.

The lambda caches, the lambda designs,

we use them a lot more in the canals,

and part of that is literally

because we did it afterwards.

I mean, I had worked on on coast maps

and we didn't have that yet.

- The canals are restrictive

'cause we want you to drive

this airboat through them

and we've got all these fun things to do,

like you could jump over things,

you could smash through things.

The worst case scenario is you're trapped

with people who have g*ns

and they're sh**ting at you

and you don't necessarily

have a way of sh**ting back.

So that led to, "Well, we need to add

a weapon to the vehicles."

- Well, part of it was the helicopter

was such a persistent pain in your a*s

that we really wanted to put a bow

on that whole experience and

give you some vindication,

some vengeance, where you get

to now hunt the helicopter.

So as soon as we attach it,

one thing we really intentionally did

is you start to drive down the tunnel

and the helicopter pops down in your face

and it's blocking you,

and you have no choice

but to just sh**t it if

you want it to go away.

And then you see it flee.

And so it's like, "Oh, okay."

The players could connect the dots, right?

"Now it's my turn."

So the next sequence is all about

chasing the helicopter down to

that final battle at the dam.

(loud automatic g*nf*re)

I remember we worked pretty intentionally

to make it the ultimate showdown

between you and the helicopter,

and some of it was by accident.

I remember Brian Jacobson,

who did a lot of the code for that,

at one point it

accidentally did this thing

where it just spit out a ton of bombs.

And we're like, "That

is awesome! Keep that!

Make that part of the fight."

We tried to make it as

action intensive as we could

within reason, right?

(loud g*nf*re)

That battle was actually,

in a way we designed

it to be a final exam.

We unraveled those elements

into the levels beforehand, right?

You learned how to dodge bombs,

you learned how to sh**t at it,

and you learned how to

sh**t while driving.

And then we throw those

things together at you

with a little bit of a twist.

- Canals was sort of like a crucible

because a lot of good

things came out of it

'cause it was such a

difficult design problem.

The easy thing to do is to

make a punishing design,

where you just say, "You can't go here

and we're gonna sh**t you and force you

to fail and fail and

fail until you get to see

the next part of the game."

It's much harder to create something

where the player feels

there's an evolution,

they have some power and some agency,

so that their skill is being rewarded

and they can be creative in

that restrictive environment.

(loud crashing)

(chatter over radio)

(vehicle revving)

(vehicle revving)

- So basically had a whole car engine

down to through transmission,

down into gearing and differentials

and turning the tires,

but then it turned out,

"Oh, we can really only go

15, 20 miles an hour,"

otherwise you would blast through

the extents of the map

in about 10 seconds.

which wasn't gonna do anybody any good.

People made jumps and

made all these things,

nothing was working.

So I was like, "Oh, you

must be doing a jump.

I'm just gonna turn off gravity

on the car for a little

while and let it just go

and then gradually ramp it back in

so that it actually felt

like you were jumping."

- It was interesting how like

the dynamics of the buggy

was so much about the perceived experience

versus how it actually performed.

- It just sounds like it's

going faster than it is.

So Jay and I worked really

hard on these engine sounds

and this fake transmission

and doing all this stuff,

but you're really going

like 30 miles an hour maybe.

So it's like someone just

driving around in first gear.

- Got pulled into coast,

one, 'cause I was interested

in working on more game stuff,

but two, it was the biggest

I guess group of people

utilizing the displacement tech

since it was more of a

trainee thing and outdoors,

and we were trying to figure out

how we wanted to use the displacement.

Meaning we knew we wanted the

things to look more natural.

There was a lot more

geometry in those maps

than our previous ones,

given just displacement in general.

We were always struggling with performance

and trying to figure

out how to make things

a little bit faster, easier,

or where we could make things

do what we wanted them to do,

but not necessarily cost

as much as they cost.

- It's much faster than walking speed,

so you just signed up for

building a huge amount of game.

People can just stop and get out anywhere.

So now you have this trade off

of density versus distance.

- We got a vehicle we

wanna drive for a while,

so make those levels long.

But from "Half-Life 1," we

still had the philosophy of,

"There should be something

cool around every corner."

Not like a monster popping out of you,

but different reasons to

be engaged in the world.

So they would dot the

coastline with little towns

and you knew if you went exploring,

you'd always get some

kind of reward for that.

It might be a health pack and a*mo

or it might be a character interaction.

So that would let the

player set their own pace

and feel like they get

to explore the world

and they're always rewarded for that.

But if they wanted to drive

straight through, they could.

- I worked on the area where

the roller mines first come in

and you're going along a curving path

and then they blow up all the rocks

and drop stuff in front of your path

to try and slow you down,

and then you've got like

a little house fight.

There were cases early on where people

would just try to drive

past everything and be like,

"Why would I stop at

this if I've got a car?"

And so we really wanted them

to be fairly unavoidable,

and so you'd have to get out

and deal with taking 'em off your car,

and then you'd be in the space.

So it was really fun just jumping in there

with the Combine soldiers

and crafting little fight scenarios.

What makes AI fights interesting

is not that they're the smartest

or the best or anything.

It's easy to make AI

that can just perfectly sh**t

the player and k*ll them.

That's not what makes them smart.

It's putting on a show that

makes them feel interesting.

So in that fight in particular,

you go up inside of a building

and you get to the second floor

and you're fighting guys in there,

and they kind of pull you up there,

there's guys up in there

and as you go up and

fight them, that happens,

but then more guys spawn outside.

There's a bunch of windows

up in that top section

and there's a crate

sort of near the window,

and when you go over to get that crate,

they start sh**ting

through the window at you.

And it's not that the AI

actually knows that you're there

and starts sh**ting at the

window the moment they see you,

we have these things called bullseyes

that you could place in spots

and they basically would act like a target

that the AI wanted to sh**t.

A lot of that isn't actually the AI

doing this carefully crafted thing,

it's more of us thinking,

"What makes this a neat

presentation for the player

and gives 'em that sense

that they're kind of,

they need to hunker down?"

Like later on in the same coastline,

there's a sequence where

you're fighting a gunship

and you're in the lighthouse.

And as you go up the lighthouse,

it's sort of predicting where you are

and sh**ting through the

windows right in front of you

and giving you that same sort of show,

and that's all bullseyes and things.

Almost every game you play,

you're developing a sense of mastery,

and that actual sense of

progress and mastery is the fun.

Piecing it all together is

very core to what makes it fun.

(loud expl*si*n)

- Hello, Dr. Freeman.

The car's all ready for you.

Hop in and I'll lower

you down to the beach.

- We did the player drivable

cream first, I think, right?

- Yes.

- [Robin] And then we went back

and used it again at the start

- [Adrian] As a perfect tutorial.

Like, perfect training.

"This is how that thing works.

Don't forget 'cause it's

about to happen later

and you have to do it."

- We did actually get very

close to the base of a crane.

Obviously you wanna be in the crane,

you wanna be driving and all these things,

but yeah, we did get up

very close to this crane.

Again, I think it was asking somebody,

"We're just wanting to take

some pictures for a video game,

could you just let us in?"

Try to act as nice and

non-threatening as possible.

- [Robin] We need to

buggy to get into a state

where it was flipped, so you

could have to learn to recover

and all that sort of stuff.

- Like, "Oh, we're gonna flip it over

and then to proceed, you have

to use the the gravity g*n.

We're just trying to wrap

that in some sort of narrative

instead of just spitting some text

that tells you, "This happens."

- I mean, the crane was

a hard physics problem

'cause one of the worst

case scenarios for physics

is really high mass objects moving around

'cause they're gonna apply

an enormous amount of force

to anything they touch,

and we have a rigid body physics system.

So in the real world

when a giant heavy mass touches something,

usually it crushes them.

We can't really crush anything.

So already we're in a tricky place.

The good news was we had a fixed space

it could operate in, right?

We could control how far

you could extend the thing,

and so as the level

designers could look at it

and be like, "These are the only things

that the crane will ever really

be able to interact with."

And so we could be pretty careful around,

"What are the things that

this magnet's gonna touch,

and let's make sure that

at least the physics works

pretty well for that."

(train horn blaring)

- So I worked on the bridge

as one of the really early

things I worked on there,

which was great.

Sawyer had already built the bridge.

It's actually based on Deception Pass.

So Deception Pass is

nearby here in Washington.

Coincidentally, I actually

proposed to my wife there.

But anyway, it's this really nice bridge

that if you go there, you'll be like,

"Oh yeah, this is the

'Half-Life 2' bridge."

The fight against the

gunship and everything

wasn't really all put together.

It definitely had that scary

fear of heights scenario

of going under the bridge,

but we hadn't fully

fleshed it all out yet.

One of the first things I did was like,

"What if this was a train bridge

and you had to play

chicken against the train?"

And getting the timing quite right

took a little bit of of work,

but hearing the like train horn come in

and the moment of realization

that players would have of-

Probably some people die.

A lot of people probably

die the first time there,

but you have this like, "Do I

go faster or do I turn around?

What do I do?"

I don't know, it was just

a fun moment to create.

All credit to Sawyer on coming up with the

going underneath the bridge scenario.

People to this day still are like,

that freak them the hell out.

Like a lot of people would just,

it's sort of seared in their memory,

which is just, it's what we wanna do

when we're creating levels.

- Trying to like capture

the sense of height

and playing with the ambient sounds

just to capture the

sense of being precarious

and high above the ground,

it was just a fun little design challenge.

- David came up with that

and we play tested it,

and the first time it play tested

I think the person who was play testing,

their knuckles were white

and it was really tense.

And of course then someone had

the brilliant idea of like,

"Oh, they finally made it.

They felt great.

Now we're gonna make 'em go back."

Oh, and the g*n ship. Yeah, that came in.

Yeah, so that was always fun.

(loud automatic g*nf*re)

(distant helicopter whirring)

(muffled beeping)

There's this thing we

called "edge friction."

So when you're moving, you have a friction

that just reduces your normal

movement rate by an amount.

But what we would do is whenever players

would get close to edges,

we would increase that friction a lot

so that people wouldn't

accidentally fall off things.

It's just not fun for the player, right?

So there was definitely a bit

of friction play involved there.

(wind blowing)

(vehicle revving aggressively)

- Gordon Freeman!

Hurry, get in the basement!

We're expecting gunships at any moment!

- He became iconic for reasons

I don't totally understand

except the performance.

We were calling that

town New Little Odessa

or a Little New Odessa.

And then I got spam

email from Odessa Cubbage

or something like that.

It was definitely a name

that came out of a email spam

and I'm like, "This name is amazing."

So it went straight into the game.

and then John Lowry came in and acted him

with his fake British accent.

- Damn!

Let me just send a warning

to Lighthouse Point,

and then I'll come right

up and lend a hand!

- So Odessa Cubbage had this whole problem

of training the rocket launcher.

That was a real pain.

The laser guiding aspect was

just a nightmare to train,

'cause training in combat is

always a nightmare by itself

'cause people are under

duress, trying not to die.

They're focusing on some other thing

that's threatening them.

It's hard to observe

what's going on rationally

and draw lessons from it cleanly, yeah.

So you always know it's gonna be hard

if you're trying to teach something,

you're trying to teach in combat.

When you watch a play tester,

they step out and they fire

a rocket at the gunship,

and then they duck behind cover.

And so the laser dock goes onto

the fence in front of them.

We all hear the rocket turn

around and start coming back,

and so you hear like-

- It's basically, "Here we go.

Five, four, three-"

- As it gets louder,

and then the player looks

out again at the gunship,

and the rocket goes (whooshing).

So he moves around, back

at the crate, gunship.

And we're like, "Ah!"

And then he ducks back again

and we're like, "Oh my God!"

We hear the market

getting louder and louder.

And he peaks at again, it whips off again,

- An integrated part

that I think has really

always been important,

something that Gabe introduced

in "Half-Life 1" one

was the way that we play test.

And then iterate really rapidly

on the play test results.

So you have dozens and

dozens of people come through

one section of the game

and you sit there painfully silently,

taking notes while they

struggle and get frustrated

and totally misunderstand

your brilliant design.

And then you go and you fix that

over and over and over again.

- If your title is game

designer and your design sucks,

then it can be threatening, right?

Like, "Maybe I'm bad at my job

and I should get fired," right?

And so a lot of the games industry

never did any testing at all

with this play testing process.

That's what basically taught

me design in a lot of ways.

We would just come up with

an idea for the helicopter

and then we'd be like,

"Okay, let's put it in front of somebody

and watch it happen."

And then we'd very quickly start realizing

that our mental model

of how people are reacting to this stuff

is wildly different than what we expected.

(loud automatic g*nf*re)

(beeping)

(compelling music)

- I joined the team in January, 2000.

I had met Gabe when he was starting Valve

and I was at Sierra On-Line.

But pretty much the first thing was,

Gabe was like, "So when you're at Sierra,

we did this deal with you for

'Half-Life' and 'Half-Life 2.'

You need to go fix that

'cause we don't like

the deal that we did."

The intellectual property for "Half-Life"

was owned by Vivendi.

The "Team Fortress" IP

was owned by Vivendi.

So it was get back our IP,

get a better royalty rate,

and then have the ability

to experiment with online distribution.

We knew we were gonna grow the team,

and then part of the deal was also

that we were gonna take on all

of the funding responsibility

for "Half-Life 2", "TF

2," all those things.

There was cashflow from "Half-Life,"

we were figuring out how to

do things here and there,

like expansion packs.

A large part of it was Gabe

tapping into his assets.

He had done fairly well at Microsoft.

Not crazy well, but things

started to get a little thin.

(suspenseful music)

(loud banging on door)

(suspenseful music continues)

- So I assume you guys have talked

to Scott or Eric or somebody

about sort of the context of the whole-

- [Producer] Yes, we

talked to Scott, Eric,

and Gabe about it.

(Karl chuckles)

- Sierra, by that point, had

become acquired by Vivendi,

had worldwide distribution rights,

but only for retail package product.

- Vivendi was licensing

"Counter-Strike" to cyber cafes.

We went to Vivendi and said,

"Hey, this is not a big deal,

just agree that this is

outside of your license.

And we've spent a little

bit on attorney's fees,

some tens of thousands

just covers for that

and we'll move on and just keep going."

And they wouldn't do it.

I think some people at Vivendi

did not like the new deal

that they ended up signing.

And I think there were some hurt feelings

in some quarters about that deal.

When we said, "Hey, the cyber cafe thing,

you really can't do that"

coming on top of a year negotiations

and torturous negotiations,

I think that just struck an angry cord.

We ended up filing the lawsuit,

but really just on this

narrow thing of like,

"Hey, court, will you go

just read this language

and say are they outside

the license or not?"

And Vivendi decided to go World w*r III.

- We filed our case in Seattle,

federal court in Seattle,

and they hired a law firm

to defend it, of course.

There was some initial

skirmishing about discovery,

there were some disputes

and motions that had to

be decided by the judge,

and those went all Valve's way.

And then suddenly the

law firm disappeared.

They hired a big scary law

firm from San Francisco.

They thought, "Okay, Valve's

had some success in this case,

and so we need to change

their mindset from

'We think we're gonna be successful'

to, 'We're gonna be destroyed.'"

The next thing we knew,

here comes this big

stack of counterclaims,

everything from canceling

the 2001 agreement

to obtaining ownership

of all the "Half-Life" IP

to keeping us from doing

Steam, you name it.

Where they included Scott and Julie Lynch

and Gabe and Lisa Newell, who

was his wife at that time,

personally as defendants.

- And so it was kind of like,

"Well, we're gonna put

Valve out of business

and then we're gonna

bankrupt the two of you."

I think that was a lot of

what they felt like was their path

towards winning this fight.

- They decided that it would

have more effect and be scarier

if process servers showed

up at everybody's house

in the night and handed-

I mean, so yeah, a real bullshit move.

- It's not a legal strategy,

it's basically trying to intimidate you.

In other words, they're saying,

"Not only are we going to

take all this money from the company,

but we're gonna take money

from you personally as well."

- I can't think of another

case when that happened.

- They were certainly a

lot bigger than we were.

Vivendi was a multinational conglomerate.

As compared to us, their

funding was infinite.

It felt very David versus Goliath.

- Publishers at that time in the industry

were used to being able to

bully developers, right?

And so this was really

about an assertion of power

as much as it was optimizing

for a financial outcome.

The tactics that they were using

were trying to just run

us out of money, right?

So they knew how much money we were making

because they were doing retail

distribution of our games,

and so they were just trying

to crank up our legal costs

as just another way of draining

resources from the company.

- We were protected from

that a lot internally,

so we didn't have to think about it.

They did a pretty good job of

letting the team concentrate

on what the team could do

without worrying about the

future of the company so much.

I mean, that was my perspective.

- So yeah, I definitely

was not shielded from that.

The lawsuit was something

where it created all this uncertainty

around whether the game's gonna come out.

Vivendi was definitely trying

to use that as leverage.

And so even if we finished the game,

they're not gonna let us release it.

- There came a point

where Gabe had pretty much

used up his liquid assets and he was like,

"Should I put the house on the market?"

And I was like, "Yeah,

I think it's the time

where you put the house in the market

if we want to keep going."

- The company was pretty

close to going bankrupt.

I was pretty close to

going personally bankrupt.

We went all in.

It's like, there was no money left.

- [Producer] How anxious

was that for you personally?

- I don't know.

There's certain things that I just,

I'm kind of a weird person

in a number of dimensions.

I don't really think,

"Oh, this is super scary."

I don't have an emotional response to it,

I just say, "Well, this

is what we're doing

and we'll see how it plays out."

So I don't think it was

super stressful to me, right?

I mean, it didn't really bother me.

I was diving in South Africa recently

and a shark tried to bite

me a couple of times,

and the people around me

were way more freaked out than I was.

I was like, "Oh, a

shark's trying to bite me.

I should get away from the shark."

Whereas other people were

having like, "Oh, a shark!

It's trying to bite somebody!"

And I just think that's how I'm wired.

I don't think it's anything

that speaks to my character or anything,

it's like I just seem to not get

particularly agitated around risk,

which probably means I

take on more risk at times

than most sane people would,

which can be a positive or you can wreck

a bunch of other people's lives

being in the neighborhood

of your risk indifference.

(suspenseful music)

(suspenseful music continues)

(eerie music)

(monsters shrieking)

- They're this rigidly

structured organization.

Of course they're gonna have

this really terse language

for everything they do.

There's sort of an announcer

voice that follows you around

and kind of comments status essentially,

like how alert the world is to you.

(chatter over radio)

(g*n reloading)

I sat down and just basically

wrote a language for that

so that the soldiers and the Metro Cops

would have jargon that they would use.

Then I just used that to kind of encode.

So that's where like Anti-Citizen One

and things like that came

from, rather than saying,

"The guy with the orange

suit is causing trouble,"

it would be, "Anti-Citizen One breach.

Scalpel something, sector something."

So I basically just had

this little dictionary.

Then I overdid it on the vocal processing.

because they're all wearing these masks

and I wanted it to sound

like they're in a mask.

- And it was very deliberate

to never have to sh**t somebody

that you can see their face.

Like, we didn't want you k*lling humans.

I mean, the Metro Cops are humans,

but we covered all the faces up.

I think it was all part of this calculated

and deliberate way of saying like,

"Look, games don't just

have to be a certain way.

There's so much room in

what we can do here."

(g*n clicks, reloading)

- Well, the metro police

and the Combine soldiers

share a lot of AI,

and so there's an internal

communication among them.

And one of the things we did,

both for the sake of

difficulty and exposition,

was limit the number of squad members

that could be firing at the

player at any given time.

I think it's two.

So if you have a squad of four,

a guy who has an opportunity

to sh**t with the player

grabs one of those slots if it's available

and starts to sh**t.

And if someone else, another squad member,

wants to attack the player

but no slots are available,

they have to find the

next best thing to do,

which is, "I'll get outta

the scene for a second,"

or, "I'll go reload" or,

"I'll throw a grenade."

And that was all stuff that we learned

building "Half-Life 1" and

I think got a lot better at.

(rapid g*nf*re)

(loud explosions)

(chatter over radio)

(rapid g*nf*re)

(loud automatic g*nf*re)

"Half-Life 2" used a node graph system,

hand placed nodes by

developers in the levels

would describe a really

super low fidelity version

of the environment for the AI to use.

- It enabled the level designers

to sort of inject and

puppeteer a little bit the AIs

in ways that were just easier for them

to sort of be in control

as opposed to having to grab

an animator or a programmer

to be able to get really

cool things into the game.

(loud whirring)

(wood thuds on ground)

(monster growls)

(loud automatic g*nf*re)

- Floor-is-lava is a really

obvious piece of gameplay.

Physics is really fun to manipulate.

We just thought like, "Hey,

you could build your own path."

We'd already seen players who

enjoyed moving stuff around,

like building bridges and stuff,

and we're like, "We

don't have enough moments

where I just pick up a plank

and lay it across a gap

and walk across it."

Like, obvious stuff,

we've barely done that

in the whole game.

- And the fact that you're

laying stuff down on the floor

means that the finesse required

to do precise placement

wasn't necessary, right?

You're like, "I just wanna

place it here," right?

And doesn't matter the orientation,

you just kind of jump on

it and you do the next one

and so on, right?

And also training was free.

We didn't have to train it.

- Yeah, everyone got it.

- "Stay off the sand"

and everyone was like,

"Oh, the floor is lava."

- Laslo, the finest man of his generation.

- You couldn't figure that one out.

- He tells you exactly how to do it.

- Someone's coming.

- You there! Stop where you are!

Stay on the rocks!

Don't step on the sand, it

makes the Antlions crazy!

Laslo, don't move.

No! Help!

(monsters shrieking)

(loud g*nf*re)

Dear God!

Poor Laslo!

The finest mind of his generation!

To come to such an end.

We were heading for the Vortigaunt camp,

hoping to pick up some Bugbaits

so these damn things would leave us alone.

Without Laslo, what's the point?

- You just give these NPCs a

name at the moment they die

and let the fans fill in

their whole life story

and give them something to play with.

- The free men will have needs of these

for parts on the path ahead.

Gather them now.

- Nova Prospekt and the Antlions

with the pheromone ba*ls were really fun

because it lets you experience

them in a different way,

and it was another classic example

of getting the most value

out of technology investments

that people could.

- I remember the beach thing,

the design intention was

definitely to make it feel like

a sort of D-Day beach landing.

You didn't come from the water,

but you're storming up towards

these old g*n placements,

if I remember right, with Combine in them

and you're invading the bunkers

and you're bringing your hoard with you.

You're overwhelming

these in place defenses.

It was surprising how much

chaos you could get away with.

I remember we did a lot

of tuning to make sure

the Antlions spawned.

We had difficulties from time to time

with design some choke point

or challenge or whatever,

and the Antlion flow rate wasn't enough

to make it feel chaotic enough.

We had an atmospheric goal too,

it wasn't just about, "Mechanically,

can you overcome this?"

You wanted to feel your

forces have stormed the walls,

they're everywhere, there's

chaos all around you.

And so a lot of the tuning was

about achieving that feeling,

not just about mechanically getting past

the enemies that we'd set.

- Nova Prospekt was different

than a lot of the maps

that I worked on at least,

is that in that we had

some early art prototypes

that were done.

We have this whole concept

of zoom maps we call 'em,

which are basically

little art test scenes,

how they would fit together

and some basic lighting.

- But by the time our

cabal got to Nova Prospekt,

we knew we were coming in with

Antlions and with Bugbait.

And so we already knew that

a bunch of stuff was gonna change

because we had to support

you and your army of Antlions

fighting Combine soldiers.

Antlions look great whenever

they were being shot by anyone.

Particle flecks flying off,

and they always look great.

And so setting them up

against Combine soldiers looked great,

setting rights against

turrets looked great.

- Those were super fun

scenarios to work on though

because having these Antlions

that you could just use

in any way you wanted was really fun.

And coming from the coast,

just the contrast of

shrinking everything down

and then just piling it full

of stuff was a lot of fun.

(loud g*nf*re)

- The first time I saw one of those,

I think it was Ted Backman's concept.

I just thought, "I can't

believe that I get to use

a creature this cool in level design.

These guys are really,

really, really fun to use.

- [Ted] I remember Kelly Bailey

had created a short list.

Things like he wanted flocking flyers

and he wanted a moving guard tower,

which was the first

description of the Strider,

was a mobile guard tower.

So I saw that and

immediately understood that,

kind of orchestrating

the enemies in that way,

trying to get the most variety

and the most breadth of shape

and movement and experience

was the correct way to move forward.

- The design for that first strider map,

it was something I came up with

and I was really passionate about.

It was all about running across

and just getting one

shot in your tush, right?

Just as you made it through.

- [Dario] Even just hearing the sound,

the thump, thump, thump of them walking,

you know, "Okay, there's a boss nearby."

You just see the legs walking by,

but you can't see the body.

There are so many things

you can do with these guys.

- Honestly, there were

still people on the team

I think that were still thinking

that we were gonna b*mb,

that was people are just

gonna not be impressed.

- When did you know it was gonna be good?

- E3.

- Yep.

- E3.

- I'd say the same thing.

(loud rapid g*nf*re)

(monster growling)

(loud rapid g*nf*re)

- Oh my god!

(loud rapid g*nf*re)

Help! Help!

- Yeah, it seems like at some point

there was an E3 demo that we got together

that we didn't end up showing,

but at least at that

point it just felt like,

"Oh, wow, we actually

have made something here."

- We went through and made

a bunch of demos for 2002

and everybody looked at 'em and was like,

"Eh, we're still not confident about this

and we don't think we've hit the bar,

so we're not gonna go at all."

They had totally planned to go.

And then when 2003 rolled around,

I just remember everyone

was still terrified.

We were like, "Okay,

how are we gonna craft

everything we've had

into a number of messages

about what this product is?"

And we came up with like the core theme

of each one of these movies.

- Oh, do be careful.

- We didn't really understand

at the time, I think,

the embarrassment of riches that we had.

We looked at it from two angles.

One was a set of technical features,

a sort of conceptual listing of things

that we thought were important,

like physics and things like that,

and then the other side was content based.

What areas of the game were innovative,

what areas of the story we

thought were compelling,

which characters we thought were worth

people paying attention to.

And so it was an

interesting sort of marriage

of which features and which content

are the best showcase

for all those things.

A lot of what was in the demos

was rendering technology,

but I think the stuff

that felt the strongest

to most of us at the time

was really physics based.

(steady g*nshots)

(wood splintering)

- [Developer] So if

something looks like wood,

then it sounds like wood, scrapes

like wood, floats like it,

and if you sh**t it,

it'll fragment like wood.

(steady g*nshots)

- To people at that time,

it was pretty mind blowing

just to be able to pick things

up, knock other things over,

use things in a way that felt true

to a three-dimensional reality.

Maybe it's on those

videos, I don't remember,

but people were gasping

and hitting the people next to them

because they couldn't really believe

what they were seeing on the screen.

- [Developer] There's no limitations

to the complexity of those interactions.

So it's this level of believable

and consistent interactivity

that opens the door to a wide variety

of new gameplay mechanics.

- [Tester] Think this will run in my 486?

(crowd laughing)

- That person who was talking about a 486,

obviously it's just about,

"You must have a super computer behind..."

Like, "How are you even doing

this? What is going on?"

(muffled g*nf*re)

(testers laughing)

The lines outside the

booth became enormous

and it was the thing that it

really distorted the rest of E3

because so many people were

anxious to come see our demo.

- And I remember seeing this

absolutely enormous line

with some pretty well known

people in there, right?

Miyamoto was in line for this stuff.

- And Will Wright, I think.

- Yeah, Will Wright, there was a bunch.

And so then, yeah, after that was all done

people on the team were just like,

"Okay, we are ready.

We can ship this game.

We know we've got something good."

It was really easy at that point.

It felt like we were rolling the ball

downhill after that.

- Until it leaked.

- Until it leaked.

(eerie music)

- When something like this happens,

there's not like a big sign saying,

"You've been hacked and

somebody has access."

You start off with something

that just doesn't make

a whole lot of sense,

and you start pulling

on that sweater thread.

- Gabe's brother had a

company called Tangis

and they made wearable computer stuff.

So he was kind of winding it down

and he had one or two Unix servers

that hosted the tangis.com domain name.

Unfortunately they were

put inside the firewall

and didn't have the latest Linux

or whatever security updates on them,

and so this kid from Germany

was able to sort of

exploit his way into that.

He sat there for months, I think,

he was able to sync the

build, all the source code.

- I was riffing ideas for,

I think in particular "Counter-Strike."

that information ended up on

one of the internet chat rooms,

and I only two people knew

the contents of that email.

Of course, Gabe and myself.

And I went to ITG and said,

"This could only have

come from a leaked email.

We gotta figure out how

that got out there."

- But I remember at some

point Gabe walking around,

like one of those moments,

like, "Turn your computer off.

Something just happened."

- That's right.

- I remember being on my desk

and he's coming like,

"Turn your computer off.

I think we're being

hacked," and I was, "What?"

I didn't know what to do.

I actually did not know what to do.

- I remember coming in that

morning and figuring it out

and I just felt like someone

had just punched me in the gut.

- It's like the bit in movies

where after an expl*si*n

they'll have a scene

where someone's staggering

around the street

and everyone's like...

What's this mean?

Can we still keep working on the game?

Is someone just gonna release

the whole game tomorrow?

- And I don't know if

the guy who hacked it

intended to.

- Yeah.

He showed it to friends.

- I don't think he intended

the wide distribution.

- He showed it to friends,

and then one of his friends

posted it somewhere.

- Yeah.

- Unfortunate.

- Yeah.

(eerie music)

(eerie music fading)

- And one of the things I

think that's pretty interesting

is how much the leak of the game,

the hack of our network

and the leak of the game,

how much that kind of

shattered that confidence.

- It was like having a

movie that you're working on

be spoiled for the world.

That's how it felt because

we knew it would be hard

for people to know that that existed

and not go look at it all.

It looked all broken to us

and it just felt really demoralizing.

- Oh, man, I was seriously

affected by that.

Yeah, I was pretty angry.

So I don't know, it kind

of affected me for a while.

Having it be having it called the beta

when it was not even

close to being a beta.

Work in progress, you know?

Wasn't really ready to be seen yet.

- Normally the office is

pretty vibrant and loud

and people riding scooters in the hallway

and doing all sorts of stuff,

Gabe's tubing, throat singing,

and it got very still and very quiet.

I remember that. That was very eerie.

That was the game that was

gonna make or break the company.

We didn't know if we were

gonna have to go find jobs.

- Not only did it show everybody

that we were not anywhere near

where we said we would be,

but all the work that we had in progress,

all the plans that we were

making were just laid out bare.

And so a lot of us just

thought, "Oh, we're toast.

We've worked so hard.

Are we gonna go bankrupt?"

And then all that while,

Scott Lynch and Gabe were

being sued by Sierra,

their wives being delivered subpoenas.

And so it was this super dark time.

- So there were two

interesting threads going on.

One was traditional law

enforcement intelligent agencies,

and they were doing their thing

and issuing subpoenas and seizing devices.

And then we asked our

community to help us out.

And I think Axel Gembe started to realize

that he was being tracked

down by the community, right?

Everything was being essentially,

it was an open-sourced investigation,

so he could see that

they were getting closer,

and that's when he reached out to me.

Of course I was insanely furious with him,

but we ended up running this

sort of scheme with him,

where I was like, "Oh, wow,

you must be really good

at security issues.

We should have you come

out and interview."

And the FBI was gonna arrest

him when he got off the plane.

- And then apparently the

German police sweep in

right as he's about to leave

because it turns out he's also guilty

of a bunch of bank fraud

and bank hacking and all that stuff.

- He had hacked in a bunch

of huge, huge companies

over there as well,

and so they were already

well aware of him.

- How much it harmed us financially

or how much the success of the game

was harmed by that, very debatable.

So it was hard for us to

go through internally,

but in the end I wouldn't

have wanted to have it

be a whole law enforcement

debacle after that.

Yeah, it wouldn't have

really helped anyone.

- And I'm not saying we should

ever be lax about security,

but if we could survive that,

maybe we'll survive anything.

Because at the end of the day,

the special sauce was

everything that happened

between the moment of that leak

and when we actually shipped.

And if you look at that

version of the game,

it's just so not what the

final game ended up being.

And so even if our competition

had all the source code

and that executable,

they're still not able to

produce "Half-Life 2" from it

because the company kept moving forward

and the company was the

interesting special sauce.

(gentle instrumental music)

(suspenseful, intense music)

(suspenseful, intense music continues)

- Gabe in particular, he

had kind of a pencil sketch

of an idea in his head of

what would become Steam,

but it was clear that

"Team Fortress Classic"

and then later "Counter-Strike,"

it was fundamentally the thing

that we were really attracted to

was our ability to ship content

directly to our customers.

I mean, there was a set of business goals

that ended up being part of Steam,

but fundamentally it was a

bunch of game development goals

that it was servicing that

were so attractive to us.

- It was a very weird time.

I don't think people understand

how many times we would

go to people and say,

"No, you will be able to distribute

software over the internet."

And have people just say,

"No, it will never happen."

I'm not talking about one or two people,

I mean like 99% of the

companies we talked to

said, "It will never happen.

Your retail sales force

will never let it happen."

But also people would say,

"Users aren't gonna want this," right?

"People want physical copy."

There were so many bad faith

arguments that were being made.

Retail sales is not the goal, right?

It's actually an impediment,

it's somebody who sits

between you and the customer.

- And we ended up going out,

finding this company called

Applied Microsystems.

So we ended up hiring most

of the original Steam team

from that other company to build initially

this sort of in game

advertising streaming model,

but then there was the epiphany

that, "Hey, it's just bits.

Why don't we just download

whole games this way?

You guys go off and do it."

- The decision to not only use

Steam to ship "Half-Life 2"

but actually to require Steam,

even in the versions that were

purchased at retail in a box,

was the most interesting

decision of all those

because it turned out to be an

incredibly important decision

for the future of the company.

And a lot of us were nervous,

and a lot of the people

who had been at Valve

for a long time since the very beginning

were the most nervous about that decision.

And so it was one of the rare exceptions

to our decision making process usually,

and Gabe had to really step in and say,

"No, actually we're doing it this way."

(music fades out)

- I remember coming to

work in the morning,

working on "Half-Life 2,"

which meant by the time

you go home at night,

me being a 24-year-old idiot,

all I wanted to do was

keep working on the game.

And I started just making the game

work on multiplayer, right?

Mostly just working on prediction.

Like, what would it feel

like to have a gravity g*n

on a multiplayer setting, right?

Getting physics objects to work.

And it was just curious curiosity.

Scott Dalton saw me working

on it and he's like,

"I'll make a map and then we play."

Put the map up, we started

playing in the office

in between building

"Half-Life 2," like play test.

And I remember Gabe walking by my desk

and I remember him going

like, "What's that?"

And I said, "Oh, it's

'Half-Life' multiplayer."

And he's like, "Show it to me tomorrow."

And he just walked away.

- [Robin] I think that

is one of the advantages

of the general cost we always pay

to keep our code in a single code base.

So when we're working on "TF 2"

and "Half-Life 2" at the

same time at that point,

we're paying this continuous

cost in "Half-Life 2"

for the fact that it's

built upon an engine

that's designed to do multiplayer.

But it means that when you

get to this later point

where you start asking,

"Well, can we build multiplayer

death match outta this?"

The code's all sort of built upon

a fundamentally client-server

sort of foundation.

(loud g*nshots)

- Definitely the most entertaining

thing that you could throw at somebody

that happened to be

scattered around the world

was picking up a toilet

and hurling it at someone's head,

and then having that show

up in the upper right corner

of your screen with name, toilet, name

was very satisfying.

(automatic g*nf*re)

- [Adrian] I was also

selfishly trying to get

the game ported to multiplayer

so then we can release the

tools, the SDK ready to go.

Like it meant mod makers

could just immediately start

making multiplayer game mods

rather than waiting for us to do it

or someone else to pick it up.

(loud automatic g*nf*re)

(character yells in pain)

- We were so heads down working on 'em,

we didn't really get a chance

to play the train station.

- I remember that that

was one of the lessons

that came away from

"Half-Life 1," is like,

"We need to be building these

games backwards in a sense."

The first thing we're gonna

put in front of people

is the thing we built when we're

as good as we can be at it.

We know our tools and things like that,

and a lot of the anxiety over,

"Are we building a good game?"

was behind us and I felt really confident.

"Yeah, we're building a really good game.

(tense music)

(aircraft whirring)

(tense music continues)

- We're entering the Gare d'Austerlitz,

and this train station is very important

because it's one of the main inspirations

for the train station of City

17 where the player starts.

The reason why I'm

using a Parisian station

produced by Eiffel, who

did the Eiffel Tower,

is that there's an identical

station in Budapest.

- Train station's the last

bit we worked on, right?

And we always want to build

the start of the game as late as we can

'cause we understand

our game at that point.

- In general, the train station

was a really interesting problem

because it was basically

one big choreo sequence

intended to deliver atmosphere

and story and background

and sort of set your

expectations for the world.

- We let the level designers

who were really good at this stuff

figure out what was a good experience,

and then we were kind of always there

to provide dialogue,

acting, stuff like this guy.

- [Bill V] I think it was pretty clear too

that we wanted to provide

incentive to the player at this point

about how people were being mistreated,

about how bad the situation was here,

and kind of start to trigger

that righteous indignation early.

- All this stuff is fun to look at,

but you just assume it doesn't move

and you can't interact with

it, you can't pick it up.

Because all the stuff we're gonna do later

with the gravity g*n and everything,

first we gotta start just mundane stuff,

like that little empty bit of food.

- [Adrian] I mean, it happens the moment

you leave the train, wind comes and blows

all the trash away it.

- Doing it everywhere.

- [Adrian] Can see the

Vortigaunt sweeping,

the guy pushing on the cases.

- [Robin] Yeah, and all

those things fall off

and you can pick those up.

- We were like, "It doesn't have

to be bolted down, just make sure that

it gets knocked over."

- It can move.

- You, citizen, come with me.

- [Bill V] This guy

looks vaguely familiar.

Something about the way he walks.

- [Fletcher] The way he walks.

- It's like a beer drinker.

(Marc laughs)

- Who would've thought

Barney has the capacity

to go undercover, right?

That seemed to be above his pay grade,

above his intelligence

pay grade from the get go.

- [Marc] Look at that beautiful animation.

But where'd his that go?

It's gone!

Something is not right here.

- That's magical Combine tech.

(all laughing)

- We were trying to figure

out how to get people

to figure out how to pick

up things and do things,

and we were all just sitting around

'cause we'd been having

this problem for weeks,

racking our brains.

And I think Robin had

a Coke can on his desk,

and at some point I got frustrated

and I smacked it off his desk.

I'm like, "Well, you pick that up then."

And everyone kind of sat

around and was like...

(radio beeping)

(chatter over radio)

- I just found it just an

immensely satisfying piece

of a storytelling and world setting.

We got to use our physics

tools and the choreo tools

and all of those things blended together

into this very simple, clean moment.

- The can cup is perfect also

because while it's teaching

you how to manipulate objects,

it's also telling you something

about the Combine themselves

and the Metro Cups

- And your relationship.

- Yeah.

So it was a twofer, right?

We got those two at the same time.

- Physics is gonna be

a big part of our game.

By the time you left

train station as a player,

you understood that and

you'd come to appreciate it

'cause we couldn't wait

until you got to Ravenholm

before you found out

how awesome physics is.

If you'd had any kind of weapon,

I think they would've had to k*ll you.

And we found the longer we sort of

held that away from ourselves,

the more we were forced

to come up with stuff

that was still entertaining

that you could do.

Like the raid in the tenements

is a whole thing that could work

because the pilot could only run.

- We don't very often force the player

into a very specific set of actions.

That's one of the few

times that we had to learn

to really corral the player,

and I think we ended up

being pretty successful.

I think the consequences

for sort of not following

on the clear path

were quick and efficient.

(Sawyer chuckles)

(chatter over radio)

- Get in here quick!

Keep moving! Head for the roof!

- So when you build the world,

I start with the infrastructure.

What's really interesting for me

is what is not visible to the tourist,

which is the courtyard, the backyard,

the shafts and the smoke

stacks and the wires.

And every city has this whole existence,

and people are usually blind to it

and we tend to look at storefronts, right?

- Yeah, I mean a lot of it

came down to art direction.

I mean, Viktor was very,

very familiar with all that,

the look and feel.

There was certain patterns

and certain iconic shapes

that anybody who lived

there could pick up on.

They're like, "Oh, yeah, my

grandmother had that dresser."

Or whatever.

And my parents are from Argentina

and so they have that kind of sensibility,

but a lot of it came down

to the reference gathering,

which was from Bulgaria, from Paris.

- We have these buildings

that, again, have back courtyards.

They have big staircases,

they have cellars,

attic spaces, cellar spaces,

and the apartments have big

windows and thick walls.

So this was providing

already a lot of context

for people who can hide

in these apartments.

- Help me!

Stop! We didn't do anything!

(loud thudding)

(flatline beeping)

They'll be looking for you now.

You'd better run.

- I remember that we

wanted to have the player

see proof that the

Combine were evil people,

not that they were gray in any way,

that they were objectively the bad guys.

And then we had it to

where you go upstairs,

and then we really

carefully and intentionally

framed the reveal of the world

to where you see the

Citadel front and center,

and it's clearly in an alert state.

- The four of us, the City 17 cabal,

we'd done City 17, which is

a bunch of hard problems,

we'd done Ravenholm,

which is a different set of hard problems.

We were like, I don't know,

four months from trying to lock

down the game or something.

I mean, it was really late.

I mean, we had the dates

wrong, but it was really late.

And there was a bunch of

gameplay that that was in there

that hadn't really received

a lot of development.

- We were coming from working with

pretty much every tool

in the game in City 17

to going back to basically you

have a p*stol and Metro Cops.

Not much really.

So John and I, John Guthrie and I,

absolutely love exploding barrels.

So we just used them

absolutely everywhere we could.

We set them up. We loved

ragdoll magnets and physics.

It's just one of my favorite tools.

It's basically you have a point in space

that when a character dies,

they turn into a ragdoll

and then you have a

ragdoll magnet that says,

"Okay, if there is any

ragdoll in this radius,

pull it towards me."

And then you can give it a strength.

And so if somebody dies in an

especially dramatic location,

you can have an especially dramatic death.

And we just use that

absolutely everywhere.

I mean, you can use it to just

pull someone directly down.

So in that bridge, the train bridge,

I put magnets directly beneath their feet,

so it looks like they just,

like the planks beneath

their feet broke and they

just fell directly down.

- That's right.

- I mean, they died from a broken plank,

which doesn't make any sense,

but they looked pretty cool.

It was so orchestrated, I guess,

because we didn't want it to,

we didn't really have a lot of time to

have a lot of bugs come out of it.

(loud g*nshots)

(metal clanging)

- Our team was the one

that did the Citadel.

You know how I said

that there was multiple

passes on the product over

the course of the thing?

Well, Citadel had almost no pass.

And we were thinking about

street w*r and we were like,

"Well, we just had this

incredibly intense Strider fight.

How are we gonna outdo that,

especially when we only got

a month to do this thing?"

We then came up with the idea of like,

"Well, what if we made

this just be your god

and this is the reward.

You've won the game. Enjoy.

We're gonna like break all the rules

and let you let you be

God for a little bit."

- Picking up the enemies as ragdolls

and throwing them around

really came outta that development tool,

because you could pick them

up and move them around.

And people were like, "I

don't know, that's pretty fun.

Why can't we do that in the game?"

- It was either a week or a

day. It was incredibly quick.

I had every single mechanic

of the Citadel mocked up.

The Combine ball was actually

a very, very heavy watermelon

that would bounce around

and eventually break up.

I had spikes in the wall that

you could skewer them on,

we had electric fields

that you can throw them in,

we had the zero-G fields

that they would get stuck in.

And we had ripping off the

machines off the walls.

All that stuff all came together

within an incredibly short period of time.

Just a day or a couple days.

Very shortly after that people were like,

"Eh, we're having a real hard

time with the AR2's alt fire.

So maybe we'll just steal

this 'cause it's kind of cool

and we'll bring it earlier in the game."

Game development never does this,

it never just materializes out of nothing

in that short of time

and is just something

that everybody's excited and happy about,

and it just felt really

good to be a part of that.

(curious music)

(curious music continues)

- I started working on trying to find

another source of funding

to keep Valve going.

I started working on a

deal with a big publisher

that was for "Counter-Strike 2."

So we're right there, ready to sign,

we're really kind of running

on fumes at that point.

And then get a phone

call and they're like,

"Yeah, we changed our mind.

We're not doing the deal."

I remember one conversation with Gabe,

which is he was like,

"So how f*cked are we?"

And I was like, "Yeah,

we're kind of screwed.

We could probably reformat

everything that we're doing,

but it means we lay off people."

And we still had the huge uncertainty

of what is gonna happen in the lawsuit.

Immediately started

chasing another publisher

and were able to get a deal

done with another publisher

for "Counter-Strike 2."

When we got the deal done,

Gabe at that point was super into knives

and as the deal gift for the parties,

he built a knife that was

inscribed "Counter-Strike 2."

And so the deal structure was,

"After we ship 'Half-Life 2,'

if you decide that you don't

want to keep moving forward,

then you can just decide

to terminate the deal

and we'll pay the money back."

That ended up happening.

So maybe a good choice

because it took us a long time

to ship "Counter-Strike 2."

So that we got done in

probably May of 2003.

And then through some more depositions,

Vivendi figured out that we had gotten

this new infusion of capital

and kind of lost their mind

trying to figure out how did that happen?

Because clearly part of their strategy

was running us outta money.

- But what we decided was,

"Hey, let's focus on the real nub of this

and the thing that's going

to lead to a resolution.

Getting the judge to

decide that we were right

about the cyber cafe business,

and also to decide that we were right

that if you were

distributing these properties

without a license, that that's

copyright infringement."

We had asked for the information

about what they were doing

in Asia, including Korea,

and they, I think to try to

make our lives more difficult,

produced a big chunk

of documents in Korean.

They were in Korean.

I mean, everything from email

to contracts to you name it.

- And one of the things they were doing

is just dumping huge

amounts of discovery on it

to force us to go and just have somebody

go and look through it.

It's like, "Oh, look, they

ordered sandwiches again," right?

It has nothing to do with the lawsuit,

it's just an attempt to overwhelm us

with tens of millions

of pages of documents

on the assumption that

there's nothing in it

that will be particularly

problematic for their case,

that we'll eventually just

either spend a bunch of money,

which plays into their hands,

or we'll just eventually give up

because it's finding a

needle in the haystack.

And then we found the

needle in the haystack,

and that changed things

quite dramatically.

- [Karl] It just so happened

that there was an intern,

summer associate, who was

a native Korean speaker,

and I said, "Andrew, hey, can

you look at this pile here

and can you just tell me what's in there?"

- I would guess that

that particular intern

probably went through a couple

thousand documents that day

and only one was consequential.

- And then they said, "Well,

there's these other emails

between these vice presidents,

where one says something like,

'Hey, we destroyed those Valve

documents like you asked.'"

And I said, "Are you sure it says that?"

And he said, "Yeah, that's what it says."

And so of course that

led to a conversation

between me and the lawyer

for the other side about,

"Hey, it looks like your

guys are destroying evidence.

What's up with that?"

They wrote back and said,

"You're outta your mind.

Whoever translated doesn't know

what they're talking about."

And I talked to Andrew again, I said,

"Well, it looks like we're gonna have

kind of a fight about this.

We're gonna need an affidavit from you

about your translation.

Can you tell me a little bit

about your Korean skills?"

He goes, "Well, I'm a native speaker.

At UCLA, I majored in

Korean language studies."

(producer laughing)

And I said, "That's good.

That sounds like we're in good shape."

- The Assistant General Manager in Korea

sending the letter to the

General Manager of Korea saying,

"I have destroyed those documents

related to the Valve case, as directed,"

which I think is one of Karl's

happiest moments as a lawyer

in his entire career.

Just stuff like this never, ever happens.

- I did a lot of lawsuits for a long time,

I never saw anything like that.

Never.

Maybe there was document destruction

that couldn't be proved,

but that was like, "We're

talking about it in writing."

I'd never seen that before.

- At that point, Judge Zilly said,

"All matters of fact are

now according to Valve.

You don't get to contest any of those.

Now we're just discussing the settle,

how much you're gonna have to

pay and what the damages are."

- And Gabe was still pretty mad.

He was mad.

He really didn't want to settle.

He was mad enough that

he wanted to keep going.

But I remember sitting down with Karl

and having a conversation with Karl,

and I was like, "So

Karl, what do you think?

Should we settle at this point?

Is (static) the right number?"

And he was like, "Well,

there's this old saying,

'There's a difference between

being a pig and a hog.'"

(Scott Lynch laughs)

- Karl was done with the deposition

and that was the only

question I asked him to ask

that particular witness

was, "Is 'Half-Life 2'

being replicated and

shipped to retailers?"

He said yes, and the relief was,

"Hey, no matter what,

at least the game's

gonna get out to people,"

which is kind of a...

That's a pretty unusual way to

find out from your publisher

that they're shipping your game to retail.

(gentle music)

(gentle music continues)

- I've kind of been thinking about this

for the last few days,

and if there was one

thing that I can point to

that made us successful over

that development period,

and I think that it was really

this culture that Gabe created

where we were hiring people

that were senior enough to be managers,

but also passionate enough

to still be individual contributors.

They were willing to

stake their credibility

and their name on these big features

and sometimes spend years

working on those features.

- Yeah and it was six, seven days a week,

10 to 14 hours a day.

- It wasn't always, I would

say a good 18 months at least.

But a lot of good memories though.

I mean, everyone in that room

had such great sense of humor.

We all, we knew each

other's sense of humor,

we trusted each other, we

respected each other enough

that we could rib each other

without stepping on each

other's toes and stuff,

and it just worked pretty well.

- It was just bigger, more pressure.

And I think that seriousness in some ways,

there was still humor,

but that seriousness kind

of infuses into the game.

You feel it's a heavier game.

- It's the most cohesive

product feeling I can think of

at scale that we've done as a company.

The whole company was just

aligned and got it done.

- I think back on this experience,

and it was a really hard time,

but I feel super grateful

because we were supported to make

the very best game that we possibly could.

And given the time to do it,

we're gonna ship it when it's done,

even when we made unreasonable promises

about when that might be in advance.

And it was also at a time

before the game industry

was quite as specialized as it is now,

where people got to wear multiple hats

and contribute in all

these different ways.

So it was a rare life experience

and I'm really grateful

to have been part of it.

(gentle music fades)

(eerie music)

(eerie music continues)

- Yeah, I mean part of the

fallout of "Half-Life 2" shipping

was the realization that

we can't do six-year long

bet the whole company

bets over and over again.

And if we get it wrong one time,

we're a big crater in the

ground, as Gabe would say.

And so we started to think

about episodic releases.

- The first idea when

they pitched it to us,

like, "We're gonna do

this episodic content,

we'll do one every," how much, 12 months?

- Yeah, we were gonna

have alternating teams

come out every year and a

half, something like that.

- [Douglas] So I was like,

"Yeah, this is neat,"

but then it just got outta hand.

- [David S] So when they decided to start

playing with episodic content,

the promise for me that I felt was,

"We can build smaller

pieces, denser pieces faster,

and we know what we're doing,

we're gonna be really good at this."

- So a lot of it was like,

"Do more with less, keep a

bunch of the existing stuff

and retweak it to make some

new interesting scenario."

Like probably the biggest

real new thing for episode one

as far as technology was

just having Alyx with you

throughout the entire thing

and having her behave in a way

that was believable and fun.

She's with you for a few

distinct parts in "Half-Life 2,"

but they're always pretty heavily scripted

and not really in combat.

Having her there and able to

actually be a useful companion.

so there's a lot of

little tricks that we did

to try to make that as fun

as possible for players.

She doesn't have supernatural knowledge,

she's not just finding things

without you lighting them up,

but if you throw a flare out

or you look at 'em with

a flashlight, it's like,

"Okay, she's gonna go for that target

because she can see it."

- [Douglas] We were cranking

on that, and it took forever.

We were not just partying, hanging out.

- No, I was pretty much crunched

that whole project, I think.

- Yeah, we were crunch mode.

And then same thing with episode two.

- We started at the same

time as episode one,

and so we ran for an extra year that way,

which allowed us to stretch and push more.

- So the Hunters were initially something

that we wanted to have a

more sort of frenetic pursuit

built into the design of the character.

So it was really focused on, at the time,

creating a creature that

could follow the player

into more types of spaces.

- One of the questions was,

how do we keep Alyx outta your way

during this really

intense high action scene

where the player has agency to make

whatever decision they want

about where they want to be

inside the house and that sort of thing,

and that's when we got the idea

to have her sort of camp out

by a window and she

would fire out the window

and let you know if she saw

any Hunters or soldiers out that window.

And if the player started to

spend time at that window,

she would find another one to go be at.

- I mean, so Dario Casali

was trying to create

this final fight in episode two.

- The Striders always

reminded me of AT-ATs

in "Empire Strikes Back."

And of course we wanted something fresh

because just rocketing a ton of Striders

was gonna be a repetitive after a while.

So that's when we started collaborating,

talking about the Magnusson

device and the Hunters

and how would those all come together

to make this sort of an overwhelming

25, 30 minute battle set piece.

(loud shot)

(sci-fi laser whirring)

(loud laser shots)

(loud expl*si*n)

- The citizens and the Hunters,

and to a lesser extent the Strider,

are all secretly in cahoots

to create this tension.

Because what we always wanted was,

"Gotten the Magnusson

device on the last guy,

are you gonna be able to sh**t it?

Oh my God, the rocket's

gonna be destroyed."

And then like, boom, you hit it

so that when everyone comes out running,

you really feel heroic.

- [Dario] You have the car

and you have a big space

and you're not guided anyway.

You have to go and take

care of this threat

in a way that you think is best.

I think it pays off, it

makes the player feel like,

"I did this myself.

I wasn't guided by level designer at all,"

because we give them

so many options, right?

You can k*ll the Hunters with

driving the car into them,

you can pick up the log and throw at them,

you can pick up a Magnusson device

and throw it too soon and

they'll sh**t it down.

You have to learn, "Oh, yeah,

I have to k*ll the Hunters first."

You can use rockets to k*ll the Hunters.

You have options and you

have time and you have space,

but we dial the tension

and the pacing up pretty slowly over time.

(loud shot)

(intense crashing)

- [Jay] Yeah, it is pretty cool,

all of of cinematic destruction

stuff that happens in there.

- It was so hideously faked

because basically he would send a Strider

who would do that sort

of low scuttling run,

and he would just sit there and wait,

just staring at this building

until the player could see the Strider

plus the building.

- Yeah, till it was

framed up correctly.

- He would literally

sit there forever.

(loud expl*si*n)

But we dial the tension and the pacing up

pretty slowly over time.

The play tests we like the

most is when the Strider's,

he's getting ready to sh**t the rocket,

and then the last

Magnusson device goes off,

and then he's down.

(sci-fi whirring)

(loud expl*si*n)

(people celebrating)

- Nice one, Freeman!

- We did it!

We held them off!

- [Tom] People were

failing left and right,

and the team was calling

for the map to be cut.

- [Dario] Well, I took

a lot of heat for that.

Both of us did.

- Yeah, we just

had to see it through.

- We were gonna do an

arc of three, of course,

because that's just how you

think of stories in those terms.

And then you want the high point

to come at the end of the second one,

and Gabe at one point saying,

"Who's the important

character you're gonna k*ll?"

I'm like, "Lamar is going down.

This is gonna be it.

I want episode two to end

with Lamar floating into space

and everyone cries."

And Gabe's like, "That's not good enough."

- No! No!

- The episodes were, a lot

of that was an experiment

on what's the right amount of episode.

Episode two was longer than

episode one and bigger,

and people like that better, but-

- It also took longer.

- It took longer to make

and people didn't like it

as much as they liked

"Half-Life" or "Half-Life 2"

kind of scope, right?

- Yeah.

- So by saying episode,

are we solving a lot of

problems here or are we just

making a sideways trade off?

I think that's maybe

the way I felt about it.

- Even into episode

three, I still don't know

what that would've been if we'd built it,

because it hadn't been built.

That was the feeling of excitement

of something I can't even imagine

is gonna happen with as a team.

I was not imposing a top-down,

"This is what we must do to

tell our very important tale."

It's like, "Oh, we have new features?

What kind of story can

we do with these now?"

- Well, I worked on episode three

and I was working on this

g*n called the Ice g*n

that basically let you create

amorphous shapes out of ice,

so you could raise a little

ice wall in front of yourself.

It would be attached to the floor,

and then the Combine soldiers

could sh**t holes in it

and it would shatter and break

kinda like glass, I guess.

So that was the primary mode,

of you could build ledges for yourself

to get down cliff faces.

It another mode that was kind

of like a Silver Surfer mode,

where you would extrude the

ice in front of yourself

and then run along it

and use it to cross gaps,

go over chasms and things like that.

What else do we have?

It was set in the Arctic 'cause

it was set around Borealis.

- [Jay] I remember the

little blobby, squishy.

- [David S] Oh, yeah, yeah.

Brian was working on the blobs.

So we had the iso surfaces

that we ended up using in

"Portal" for the paint.

So we had that as an enemy.

It was a blob enemy, and

it could change its shape

and you could choreograph its shapes

with some content tools.

And then it could also split

into little hoppy blobs

that were almost like

little Headcrab-y things,

but they were little splats

that would hop around.

And we were doing all

kinds of stuff with that.

It could pass through grates.

- [Jay] You could get more

gameplay out of something

where you had maybe a couple of creatures

with simpler behaviors.

- Oh, yeah, yeah.

- And then you would

spend time combining them

and combining them with

other game mechanics.

- Story was never the boss of anything.

It was always, we worked

on a peer-to-peer thing.

We were, "What can we do? What

do you think would be cool?"

- It was still a collection

of playable levels

in no particular order

and a collection of story

beats and story concepts.

And we were still like,

probably another six

months we would've had

a critical mass of mechanics

and then start putting them in a timeline.

I think probably a year and a half easily,

depending on how ambitious we got.

Could have been two and a half more years.

- Yeah.

It's hard to be a lot less than two years.

- Yeah, yeah.

- Yeah.

- Yeah, I think we were

six months in on it

when we moved to "Left 4 Dead."

I don't know, we were moving

at a pretty brisk pace too.

- I thought that we

needed to go much bigger

on episode three or do something else,

because I don't know if

this is the right way

to describe it, but element fatigue?

I think we had really explored

a lot of what made sense

in the "Half-Life" universe and setting.

- Arkane was building

the "Ravenholm" game,

and even they were having trouble

doing cool new stuff with this tool set.

And if those guys can't figure out

a bunch of cool stuff to do with this,

I think we're running out of fuel.

- Episode three's coming along,

it's like, "Well, what's

the no big thing here.

It's gotta be bigger than

all the stuff we just did,

even episode two."

And it's like, "Oh my God," you know?

- It just becomes this-

- Are we allowed to cry

in this documentary?

That's what I wanna know.

- "Left 4 Dead" needed

kind of an all hands on

sort of an effort to ship.

And so we put down ep three

to go help "Left 4 Dead,"

and it was a really

tight shipping schedule

and it required a lot

of work from everybody

to get out the door, and it was worth it.

- Yeah, "Left 4 Dead" came out...

- "Left 4 Dead" came out

great, but it took long enough,

and this is the tragic and

almost comical thing about it,

was it took long enough

that then by the time

we considered going back to episode three,

the argument was made like,

"Well, we missed it. It's too late now."

(both chuckling)

And we really need to make a new engine

to continue the "Half-Life"

series and all that.

And now that just seems,

in hindsight, so wrong.

We could have definitely gone back

and spent two years to make episode three.

- And you can't get lazy and say,

"Oh, we're moving the story forward."

That's copping out of your

obligation to gamers, right?

Yes, of course they love the story.

They love many, many aspects of it,

but sort of saying that

your reason to do it

is because people wanna

know what happens next.

We could have shipped it.

It wouldn't have been that hard.

The failure was...

My personal failure was being stumped.

I couldn't figure out

why doing episode three

was pushing anything forward.

- But yeah, I mean, some of those people

made "Left 4 Dead 2" and then "Portal 2."

- Yeah, we did other things instead.

- It's not like that

choice would've been free.

- Right.

- In terms of the players,

they may have gotten that and not-

- And given up something else.

- Not something else, yeah.

So it's hard to say.

- [Kelly] But a lot of us

have been doing "Half-Life"

for eight plus years.

- We saw a bunch of

really compelling reasons

to go explore more multiplayer

based projects too,

because not only just

what customers were doing,

but internally, we found ourselves

wanting to play a lot of multiplayers.

- It sounds silly to say it

'cause we're a relatively big company

that has a bunch of stuff, but

we're not that many people.

There's 300-something people here.

And so we're working on a

bunch of different projects

and it's like, people are

passionate about "Portal,"

people are passionate about "TF,"

people are passionate about

"Left 4 Dead" and "Half-Life"

and "CS" and "Dota, "Deadlock."

I mean, there's a lot of things there.

And I also work on our hardware,

so I've worked on Steam Deck

and the original Steam

controller and a tiny bit on VR.

Unfortunately for any decision we make,

somebody is gonna be unhappy,

but hopefully we're making

a bunch of people happy

with the choices we do make.

- If it weren't for the episodes,

there'd be no such thing as "Dota,"

and I know that sounds really weird,

but it was the things that we learned

in developing the episodes that led to

"Team Fortress" to more rapid updates.

- I think everybody that

worked on "Half-Life"

misses the working on that thing,

but it's also hard not to be like,

"Man, I've kind of seen every way

that you can fight an

Antlion," or whatever.

And so you wanna get

some space away from it

until you can come back

to it with fresh eyes.

- It was easy to think about VR

being a vehicle for "Half-Life"

because that was a big

technological innovation

and kind of a core reason

for that product's existence.

And I think like one of the things

we have internally tended to

attach to the "Half-Life" IP

is innovation.

Gameplay innovation is oftentimes

enabled by a technological innovation.

Clearly there was a ton

in "Half-Life" 1 and 2,

and so yeah, it's an interesting

challenge moving forward

to think about what that means

for future "Half-Life" stuff, for sure.

- The ending of "Half-Life Alyx"

is somewhat a self-critical realization,

so that was super satisfying

and all credit to the people

who were specifically

involved in that decision

and those sets of designs.

I think that "Half-Life"

represents a tool we have

and promises made to customers

to capitalize on innovation

and opportunities

to build game experiences

that haven't been involved previously,

and I think that there are no shortage

of those opportunities facing

us as an industry right now.

(gentle music)

(music fading out)

- [Kleiner] Oh, fiddlesticks. What now?

(glitchy audio SFX)