Valve Software

Half-Life was my first "big" game and my primary contribution was textures. In the course of discovering that process I asked "what sort of place is this going to be?". I advocated for a "real" place as opposed a place of indeterminate futuristic sci-finess, which ended up having a rather significant effect on the course of game design. I spent a lot of time with each level designer on texture usage, primarily encouraging them not to use floor textures on ceilings etc so as to get a more believable feel.

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