Moby FranckeAdditionally, Jeri Ellsworth -- who was, we understand, designing game controller prototypes, has publicly stated that she's seen her last day at the company.
At Valve, Moby has been a character designer on Half Life 2 and the art lead on Team Fortress 2. Both titles benefited from his fine art training (with an emphasis on illustration). After graduating from the Academy of Art University in San Francisco, he worked at Lucas Arts as a conceptual designer, and taught figure painting at his alma mater.
Jason Holtman
As Valve's Director of Business Development, Jason focuses on Steam distribution, Steamworks integration, and game development on the Source engine. Prior to joining Valve, Jason practiced law, specializing on intellectual property and technology issues. Having travelled all over world to meet with current and potential partners, Jason can tell you the best place to park at SeaTac Airport and exactly where you should buy coffee in more than 15 major airports. He has also perfected the art of the "airport gift."
Keith Huggins
Keith came to Valve from the world of feature film special effects. Two and half years at Weta, five and a half years at Digital Domain in Los Angeles, and a brief stint at Industrial Light and Magic. His handiwork can be seen in King Kong, the last two installments of The Lord of the Rings trilogy, Star Wars: Episode III, How the Grinch Stole Christmas, The Fifth Element, and several commercials and music videos. Keith is the only person in the world who has animated dialogue for both Gollum and Yoda. When he’s not working on projects at Valve, he can often be found in a casino, making a moderate effort to remain fit, or spending time with his wife.
Tom Leonard
Before joining Valve, Tom was the CTO of Buzzpad, Inc. Before that, he spent five years at Looking Glass Studios where, as Lead Programmer, he wrote the AI and core architecture for Thief: The Dark Project. Tom also spent seven years working on C++ development tools at Zortech and Symantec. He's been at Valve since 2002, working on design and technology for Half-Life 2, Episodes One and Two, and Left 4 Dead.
Realm Lovejoy
Realm’s father is a Japanese ex-monk. Her mom is an English teacher from Rhode Island. Realm grew up in snowy Nagano, Japan, and later moved to Washington State. She attended DigiPen Institute of Technology, got an AAA in 3D Computer Animation, and was part of the DigiPen team that made Narbacular Drop for its senior project. She interned at Nintendo Software Technology before joining Valve’s Portal team. Now she works on videogames full-time and spends her free time writing and illustrating.
Marc Nagel
At age 19, Marc was a Game Counselor at Nintendo of America. After years of helping people play games, he decided he wanted to help create some. He wound up at Sierra Entertainment - as a test lead for six years. The highlight, of course, was working on Half-Life - and also on Opposing Forces, Counter-Strike, Blue Shift, and many patches. When Sierra shut down, Marc headed to Microsoft. Then Valve snagged him. Now he’s back in the land of the living making sure that the zombie you kill blows up real good.
Bay Raitt
Before joining Valve, Bay led the creation of Gollum's facial system for The Lord of the Rings trilogy. He has worked as a concept artist and sculptor at the Weta workshop and helped setup the creature pipeline at Weta Digital in New Zealand. Prior to moving Down Under, Bay was the product manager for the 3D modeling and animation tools Mirai and Nendo. Bay started his career working for Olyoptics as a colorist on early issues of Spawn, The Pitt and The Maxx for Image Comics.
Elan Ruskin
Elan has worked in the game industry since 2003. Since joining Valve in 2006, he’s been an invaluable engine programmer, gameplay developer, and generalist curmudgeon. Elan is a graduate of the University of Pennsylvania and Carnegie Mellon University.
Matthew Russell
Before coming to Valve, Matthew spent seven years as an animator with DNA Productions in Dallas, Texas. His first DNA assignment was the Emmy-nominated Olive the Other Reindeer. He went on to be a character and supervising animator for the Oscar-nominated feature Jimmy Neutron, Boy Genius; a supervising animator on The Adventures of Jimmy Neutron, Boy Genius; and Lead Animator for The Ant Bully (from DNA and Warner Bros.). Since joining Valve, Matthew has worked on Alien Swarm, Team Fortress 2, and Portal 2. He is an instructor for AnimationMentor. He also likes balloons, pony rides, and fruity drinks, the ones with the little umbrellas on top.
| Jack Everitt |
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Such as Jeri Ellsworth: http://www.slashgear.com/valve-fires-hardware-hacker-jeri-ellsworth-13269060/
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| Jimmy Albright |
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I cannot help but feel that this won't bode well for the steambox. Valve has a relatively small team (in the 300's, last I heard) and I'm not sure if they've ever had a layoff like this. I'll be interested to hear more..
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| Rob Bergstrom |
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But, wait, it's a utopia where everyone works on what they want and is self-motivated and there aren't titles and hierarchies and blah, blah, blah, fired.
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| Jimmy Albright |
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If people can work on whatever they feel interested in I'd argue that it would be more of anarchy in the business sense of things. I read that one of their guys was interested in technology similar to google glasses and basically got told he just needed to pick up a few people and begin researching. It wasn't really discussed by the team or anything, at least from what I was reading.
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| Mark Yantek |
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Maybe they were a bunch of contract jobs?
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| Christopher Thigpen |
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All the best to those who were let go.
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| Damien Foletto |
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Condolences to all affected. Valve is the last studio I thought this would happen.
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| Denys Medianyk |
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Meybe those guys want to create a small independent company and make their own projects?
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| Andrew Grapsas |
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I could see it going like this, "Okay. That was fun. We're a software company. What will these hardware people do here? Uhh... how good is their code? Yeah... Sorry, guys. Was a cool experiment. More T shaped, please."
Edit: Kotaku has stated that engineers and animators left... Who knows what's up. |
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| Alan Rimkeit |
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Are they never making Half-Life 3? I mean what the heck is going on over there? Are they a gamer maker anymore? WTF?
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| Jacek Wesolowski |
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Judging by the tone of the article and the comments, I'm getting the impression that Valve employs ca. 300 thousand people and is a major private nuclear arms vendor.
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| GameViewPoint Developer |
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It's impossible to say what the outcome will be from this. Maybe this is being done to concentrate solely on the steambox.
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| James Maloney |
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Personally I feel including the list of the prospectively unemployed was in poor taste. Everyone involved is probably stressed enough as it is without the whole world knowing exact names.
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| Chris Dickerson |
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Next on Gamasutra, why EA is buying their cleaning supplies for their bathrooms... at a discount.
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| Kevin Fishburne |
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Valve is a company. They try to make money doing stuff. They laid off some employees. Yawn. The entire industry is doing this. What makes this seem special is that people have pinned a lot of hope on Valve for changing the system for the betterment of the consumer (gamers). The good news is that none of that has changed. Sad to see anyone lose their job, but what else is new?
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| Maciej Bacal |
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I'd wish them luck but i sincerely doubt they need any with CVs like those. It's Valve's loss.
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| Alex Nichiporchik |
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Gabe was heavily discussing the idea of an open Steam platform. Perhaps not all people shared that vision, fearing that Steam would turn into the polluted with crap AppStore?
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| Eric S |
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Moby Francke seems to have been a pivotal figure on the look of some of their games, namely TF2. I'm excited to see what he goes on to do since I enjoyed TF2's art direction so much.
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| Greg Findlay |
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From this list at least, they just happened to let go of the range of people required to start a new studio (1 business guy, 2 artists, 3 animators, 2 programmers, one QA). Interesting. My bet is that this was a team working on a specific project and they 'fired' them to start their own studio and continue working on that project as an independent entity.
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| Eric Robertson |
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Steambox... why?
Cant the future consoles be surface tablets/smartphones running Console apps? I have 3 old smart phones in a drawer today. In 2 years, i wont be alone. Lets design around that! |
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| Beau Radoicich |
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I don't see what all the fuss is about. Yes yes, Valve is the Great Game Company Upon The Mountain. It can do no wrong, and therefore any perceived "wrong" done shall be bleated and magnified ten fold.
But you had to see this coming. It's :EFFORT: to pull up interview transcripts and videos, but I do recall him mentioning that they needed to do a better job at firing people. Not just that last video at that University of Texas either. I'm sure we'll hear more about this in a few more months, after Gabe has been relentlessly pursued on the issue (Granted, Valve is the Circus Freak in the industry, we can't help but relentlessly pursue it). |
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| Simon Lepine |
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Yup sounds like they just cleaned house a little, maybe they closed a project down and took the opportunity to add a few extra people they wanted to let go.
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| Tristan Pilepich |
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Interesting. Surely Valve have fired people before and I haven't seen such a big deal being made about it. I wonder what's different now, I hope how open Gabe has been with news outlets in more traditional channels lately isn't causing people to put an unnecessary magnifying glass over every decision Valve makes.
I hope everyone can just understand that despite having a different management style/structure Valve is still a company. People have to be let go from jobs for a variety of reasons all the time, and it's not necessarily a bad thing for their career / life either. Valve has no requirement to share how/why they make the decisions they do with anyone. They're not public for a reason, and this is just one. If you want to know more details, speak to the person who made the tweet, they're the ones who obviously are happy to share. Don't expect Valve to give you answers to questions you have no right to ask. |
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