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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:10,765 --> 00:00:14,345 KAREN LAUR: You just go over the mountains over here, and you're in high desert. 2 00:00:14,365 --> 00:00:20,105 You get past Ellensburg, and it's high desert. So I spent a lot of time out there getting reference. 3 00:00:20,145 --> 00:00:22,305 Most of the reference came from Eastern Washington. 4 00:00:23,065 --> 00:00:27,825 I did a drive out to the Columbia Gorge and took a lot of photos and also a lot 5 00:00:27,826 --> 00:00:31,465 of just reference imagery of just like, hey, this is what desert looks like, 6 00:00:31,605 --> 00:00:36,505 and big cliffs and stuff like that. That drive was two days. 7 00:00:36,965 --> 00:00:39,145 It was eight hours down, eight hours back. 8 00:00:39,205 --> 00:00:42,504 And I'm not even sure I spent the night. I did, I must have done, 9 00:00:42,506 --> 00:00:46,585 spent the night down there. So while it was definitely made for the Southwest, 10 00:00:47,365 --> 00:00:50,705 the local reference was out in the Columbia Gorge. 11 00:00:51,935 --> 00:00:55,975 ANNOUNCER: Good morning, and welcome to the Black Mesa Transit System. 12 00:00:55,975 --> 00:01:00,745 This automated train is provided for the security and convenience of the 13 00:01:00,985 --> 00:01:03,185 Black Mesa Research facility personnel. 14 00:01:40,045 --> 00:01:43,265 - My name is Mike Harrington. I was a co-founder at Valve. 15 00:01:43,865 --> 00:01:47,265 I wasn't really used to big companies. When I started at Microsoft, 16 00:01:47,445 --> 00:01:51,664 it wasn't that big. It was like 1500 people, like a big high school. 17 00:01:51,665 --> 00:01:54,300 Nine years later it was significantly bigger. And I was like, oh, 18 00:01:54,300 --> 00:01:56,905 this place is too big. And, you know, that was still like 1996. 19 00:01:57,005 --> 00:02:00,545 So they had a long ways to go. I told my managers like a year before, 20 00:02:00,546 --> 00:02:03,765 like, I'm leaving. I'm leaving in a year, and I'm gonna start a game company. 21 00:02:03,765 --> 00:02:07,465 And the first person I talked to was a good friend of mine, Michael Abrash. 22 00:02:07,685 --> 00:02:10,405 But at that time, he was trying to do something within Microsoft. 23 00:02:10,405 --> 00:02:14,294 And by the time it made sense, John Carmack had convinced him 24 00:02:14,294 --> 00:02:17,544 to go work at id, so how could he say no to that? 25 00:02:17,840 --> 00:02:21,500 And then I was having lunch with Gabe and I said, Gabe, I'm leaving. 26 00:02:21,500 --> 00:02:23,700 I'm just gonna leave, and I'm gonna start a game company. 27 00:02:23,700 --> 00:02:27,899 He goes, I wanna leave. I wanna start a game company. I go, alright. And that was it. 28 00:02:27,900 --> 00:02:31,020 - On the surface, we should have failed, and realistically, 29 00:02:31,615 --> 00:02:34,825 both Mike and I thought we would get about a year into it, 30 00:02:34,825 --> 00:02:38,459 realize we'd made horrible mistakes, and go back to our friends at Microsoft 31 00:02:38,460 --> 00:02:40,740 and ask for our jobs back. 32 00:02:40,760 --> 00:02:44,859 But we did think that we knew a fair bit about software development, 33 00:02:44,860 --> 00:02:47,620 that there were expertise that goes into it. 34 00:02:47,620 --> 00:02:51,425 I think we also had some pretty clear ideas of how to design a company, right? 35 00:02:51,845 --> 00:02:55,585 So when we were building Half-Life, we were also designing Valve at the same time. 36 00:02:56,125 --> 00:03:00,029 - We had no plan, except for by then, like I mentioned, 37 00:03:00,029 --> 00:03:05,471 Michael had gone to id, and he said, oh, you're starting a game company. 38 00:03:05,471 --> 00:03:11,365 You have to use our engine. So Gabe and I flew down to Mesquite to meet id. 39 00:03:11,585 --> 00:03:15,125 We spent a good deal of time with John Romero, and he told us like, 40 00:03:15,630 --> 00:03:17,720 this is what you need to do to start a game company. 41 00:03:17,720 --> 00:03:20,928 You need to go out and hire some level designers and do that kind of thing. 42 00:03:20,928 --> 00:03:25,725 And we kind of understood the engineering part. And then, because we were Michael's friends, 43 00:03:25,865 --> 00:03:30,040 we walked away with the source code to Quake that day. We had no contract yet. 44 00:03:30,040 --> 00:03:33,640 We had kind of an idea of what it could be, and they just gave us a CD. 45 00:03:33,640 --> 00:03:39,637 And we had kind of the crown jewels of id. And that, you know, game on. 46 00:03:44,565 --> 00:03:48,125 DAVE RILLER: I think most of us had no game development experience. 47 00:03:48,345 --> 00:03:52,525 We were either amateurs working in our homes at night for fun, or we, 48 00:03:52,525 --> 00:03:56,045 some people were from the software world, but they had never worked on a game. 49 00:03:56,045 --> 00:03:59,285 I think we had three or four people in the entire company who had actually 50 00:03:59,286 --> 00:04:04,085 shipped a game when we started Half-Life. We have to figure out what is Valve's first game. 51 00:04:04,545 --> 00:04:07,765 So we have to come up with an IP. So everything is done from scratch. 52 00:04:07,765 --> 00:04:10,244 - Gabe came into the office, and he said, I read this story. 53 00:04:10,245 --> 00:04:13,565 I read this Stephen King story called The Mist. You know, it's Stephen King. 54 00:04:13,566 --> 00:04:16,885 It's got monsters, people in a grocery store, fog comes in, 55 00:04:16,925 --> 00:04:19,645 monsters in the fog. Use your imagination. 56 00:04:19,904 --> 00:04:22,725 We didn't wanna write that as a game. That wasn't really the point. 57 00:04:22,726 --> 00:04:26,125 But it was just the tension and how it felt. 58 00:04:26,475 --> 00:04:29,725 - Well, it was interesting. At first we had two games. Greg was working 59 00:04:29,726 --> 00:04:33,165 on Prospero, and then Half-Life was originally called Quiver. 60 00:04:33,505 --> 00:04:38,485 - My job was then build a team and figure out another game for us 61 00:04:38,486 --> 00:04:42,325 to build. That'll be the second game Valve ships. What features should it have? 62 00:04:42,785 --> 00:04:45,404 How is it gonna be different from a normal first person shooter? 63 00:04:45,895 --> 00:04:49,500 - Every time the engine got a feature for Prospero, Half-Life stole it. 64 00:04:49,500 --> 00:04:55,660 And then Half-Life just started getting visually more impressive and cooler. 65 00:04:55,660 --> 00:04:58,765 And eventually it just, yeah. Because it was gonna ship sooner, 66 00:04:59,305 --> 00:05:03,805 it just stole the resources from Prospero. And Prospero just faded away. 67 00:05:04,165 --> 00:05:06,840 - So it had this character who had like a floating orb, 68 00:05:06,840 --> 00:05:12,700 and it had, wanted to have some effects on it. This kind of magical energy something. 69 00:05:12,700 --> 00:05:18,560 And so I worked with them on that and came up with the first version of the beam effects. 70 00:05:18,560 --> 00:05:21,520 And they were using it. They were happy with it. 71 00:05:21,705 --> 00:05:25,513 And then people on Half-Life are coming over and are like, what is that? 72 00:05:25,513 --> 00:05:29,645 Where did, how did you do that? So very quickly that got into Half-Life. 73 00:05:29,745 --> 00:05:33,605 The disaster sequence has kind of beam effects all over it. 74 00:05:33,685 --> 00:05:36,285 And we ended up using it for the Vortigaunts. 75 00:05:36,285 --> 00:05:38,280 [GUNSHOTS] 76 00:05:38,280 --> 00:05:39,870 [VORTIGAUNT YELLING] 77 00:05:39,870 --> 00:05:42,600 - There were a bunch of things that we were doing that we thought 78 00:05:42,600 --> 00:05:46,485 would help us tackle the problem of what video games were. And what video games were 79 00:05:46,486 --> 00:05:52,844 were a rapidly changing field where at the time, 90% of video games failed to turn a profit. 80 00:05:53,385 --> 00:05:56,885 And a few percentage of them were, were very, very profitable, right? 81 00:05:57,020 --> 00:06:00,979 So it was a field that really valued talent. 82 00:06:01,165 --> 00:06:05,280 - Like I said, Gabe and I brought some people, and then from there on out, we had to hire people. 83 00:06:05,280 --> 00:06:12,320 And, Romero said you got to hire level designers. So we found some people who had industry experience. 84 00:06:12,325 --> 00:06:15,085 - Worked on Rise of the Triad first as a pixel artist, 85 00:06:15,505 --> 00:06:18,805 and then went with Duke Nukem, and then everything just went nuts. 86 00:06:19,065 --> 00:06:22,200 But I was sitting in my office one day, and my phone rang just out of the blue. 87 00:06:22,200 --> 00:06:25,920 And I pick it up, and it's this recruiter. Eventually he hooked me up with Gabe, 88 00:06:25,920 --> 00:06:29,040 and they flew me up here. It was a big surprise. 89 00:06:29,065 --> 00:06:32,404 - But then we started looking. The nice thing that we had is we had 90 00:06:32,805 --> 00:06:36,160 a whole bunch of people in the world who had been working on mods. 91 00:06:36,160 --> 00:06:42,580 And so we could start looking at those folks, and that's where we hired a lot of our designers. 92 00:06:42,580 --> 00:06:47,925 - Steve and Guthrie, Steve Bond, John Guthrie were my favorite hires by far. 93 00:06:49,015 --> 00:06:52,240 Other than Doug. [LAUGHING] 94 00:06:52,240 --> 00:06:57,683 Gabe sent them an email and they're like, who is this scammer? Never heard of these guys. 95 00:06:57,683 --> 00:07:04,490 Just kids. Like barely 20, I swear. And they show up, and they're just the most creative, brilliant-- 96 00:07:04,490 --> 00:07:05,280 - Clever. 97 00:07:05,280 --> 00:07:10,460 - Oh, fucking clever. Steve had the magic ability to make stuff fun. 98 00:07:10,625 --> 00:07:17,085 - The fact that those guys had been hired to go work on some game for some company, 99 00:07:17,645 --> 00:07:21,645 I think that was the start for a lot of people that something cool is gonna 100 00:07:21,646 --> 00:07:25,125 happen because those guys were already doing stuff that was cool. 101 00:07:25,865 --> 00:07:29,165 MIKE: And then Marc showed up and like, Marc actually knows how stories work. 102 00:07:29,345 --> 00:07:31,725 You know, beginning, middle, end and all this stuff. 103 00:07:31,905 --> 00:07:38,645 And he had all sorts of great ideas. And he also would just bring good ideas out of everybody else as well. 104 00:07:39,035 --> 00:07:44,005 - Like the person who wrote more code on Half-Life was a chemistry 105 00:07:44,006 --> 00:07:47,765 major who decided to be an IP lawyer in Atlanta, right? 106 00:07:48,105 --> 00:07:50,325 And he ended up writing more code than anybody else. 107 00:07:50,925 --> 00:07:54,997 Or the creature designer for most of the AI for the creatures in the game was 108 00:07:54,997 --> 00:07:59,120 a manager at a Waffle House. It's not like there are a bunch of people that you could say, 109 00:07:59,120 --> 00:08:03,240 oh, this person has a PhD in video game design. 110 00:08:03,385 --> 00:08:07,445 It was that combination of both finding those people when it wasn't necessarily 111 00:08:07,475 --> 00:08:10,045 easy to find them at that stage in the video game industry, 112 00:08:10,425 --> 00:08:14,319 and then also convincing them that it was a better place to work than anybody else. 113 00:08:39,065 --> 00:08:44,380 - One of the things that I definitely learned was how to hire engineers. 114 00:08:44,380 --> 00:08:46,740 And, you know, we needed some engineers. 115 00:08:46,785 --> 00:08:49,564 - For us anyway, we had licensed id's engine. You know, we were using 116 00:08:49,885 --> 00:08:53,525 the Quake Engine. And one of the things me and some of the other engineers, 117 00:08:53,804 --> 00:08:58,605 probably Ken, were talking about was if it would be possible to use the 118 00:08:58,885 --> 00:09:03,540 save system to kind of like join our levels together in a really seamless way. 119 00:09:03,540 --> 00:09:08,900 So you'd get to the end of the level, save stuff, and then load some of it on the next level 120 00:09:08,900 --> 00:09:11,765 and have it just feel like the world's all connected. 121 00:09:12,105 --> 00:09:15,914 - And so we had like every once in a while, a hallway or the train 122 00:09:15,914 --> 00:09:20,125 would get to a point, and you would have a little stop for the level to transition. 123 00:09:20,225 --> 00:09:23,804 And so he wrote that code leveraged on top of just the save load code to 124 00:09:23,900 --> 00:09:28,720 do the transitions. And I think in Half-Life 1 we got, most of the transitions were a second or two. 125 00:09:28,720 --> 00:09:33,675 - I remember when we went from 8-bit to 16-bit, like, hey, we don't have to 126 00:09:33,675 --> 00:09:39,324 have all our textures fit in a certain 256 colors. That was a huge liberation. 127 00:09:39,960 --> 00:09:44,640 JAY: The two tech investments we made for Half-Life was to get to 16-bit color 128 00:09:44,640 --> 00:09:47,420 and skeletal animation for all the monsters. 129 00:09:47,420 --> 00:09:50,040 - But at the time it was completely revolutionary. 130 00:09:50,040 --> 00:09:55,399 Your Quake characters were, it's like a text file of vertex positions over time. 131 00:09:55,645 --> 00:09:59,525 - I wanted so much more animation, and I wanted to the animators to 132 00:09:59,885 --> 00:10:05,765 to have the freedom to put in 100, 200, 500 frame of animation if not more. 133 00:10:06,065 --> 00:10:08,945 And then you can do all sorts of other things because you have a skeleton. 134 00:10:08,945 --> 00:10:12,045 So it's like, oh, I can hook on a gun to a character. 135 00:10:12,285 --> 00:10:16,964 I can start to make changes of characters and replay the same animation 136 00:10:17,145 --> 00:10:20,845 or reuse most of the same model. So it can swap out heads, we can swap out this, 137 00:10:20,846 --> 00:10:21,995 we can swap out whatever. 138 00:10:21,995 --> 00:10:26,045 - Like all the technology that went into the game to make it as fun as it is 139 00:10:26,740 --> 00:10:30,620 was not available one generation before. 140 00:10:30,620 --> 00:10:36,440 So licensing the Quake engine, which was very mature and had level designers who'd 141 00:10:36,440 --> 00:10:38,600 grown up just goofing around with it. 142 00:10:38,600 --> 00:10:41,500 - I wasn't into heavily into scripting since back into Doom. 143 00:10:41,500 --> 00:10:44,804 Like my old Doom levels have a lot of weird, odd events in them. 144 00:10:44,804 --> 00:10:49,064 I think I asked Ken, is it possible that I could have access to the character's animation, 145 00:10:49,460 --> 00:10:53,645 like a trigger, like what I mentioned, I could make the guys go into an animation, I could make them run, 146 00:10:53,645 --> 00:10:58,069 and then I would configure everything. It was all hack. This is total hacky stuff. 147 00:10:58,070 --> 00:11:00,085 And that is mostly what I built. 148 00:11:00,085 --> 00:11:04,645 It was like things like characters reacting and jumping out or made to look like. Or I'd push, 149 00:11:05,025 --> 00:11:08,684 I'd use a push brush to throw a headcrab out to make it look like it launched at something. 150 00:11:08,684 --> 00:11:10,010 CHUCK: Or if a loud sound happened-- 151 00:11:10,010 --> 00:11:11,439 BRETT: They would respond, yeah. 152 00:11:11,440 --> 00:11:12,280 CHUCK: Would cower. 153 00:11:12,280 --> 00:11:17,459 KEN: So Gabe's dictate was, as you walked forward, something needs to happen 154 00:11:17,460 --> 00:11:20,100 like every three to five seconds. The player stands still... 155 00:11:20,100 --> 00:11:21,235 DOUG: Didn't have to be much. 156 00:11:21,235 --> 00:11:25,155 KEN: ...the universe can be quiet. But if they move forward, if they're active, 157 00:11:25,735 --> 00:11:28,675 the universe needs to play back something needs to do something, 158 00:11:28,745 --> 00:11:32,180 even if it is a scripted sequence or-- 159 00:11:32,180 --> 00:11:34,229 DOUG: Or even just a interesting sign or something. 160 00:11:34,239 --> 00:11:37,675 KEN: A sign, or a sound, or some vignette or something. 161 00:11:38,135 --> 00:11:43,070 So I came up with this interaction method where you could do little AIs 162 00:11:43,070 --> 00:11:45,740 where the characters would talk and interact with you a little bit. 163 00:11:45,740 --> 00:11:50,660 And then we wanted to do spectacle,and that was scripted sequences where you could 164 00:11:50,660 --> 00:11:54,800 tell a character, you need to run here and then jump into this animation, 165 00:11:54,985 --> 00:11:58,140 and then have a bunch of you all synchronize your animation. 166 00:11:58,140 --> 00:12:01,000 'Cause it's somebody flying through the air, they're smashing something, 167 00:12:01,006 --> 00:12:02,680 or they're doing something like that. 168 00:12:02,680 --> 00:12:06,239 DOUG: Yeah. And then test it and then figure out like, oh, this is real easy to break. 169 00:12:06,315 --> 00:12:11,660 That was the roughest thing about scripted sequences where we'd have like a headcrab 170 00:12:11,660 --> 00:12:16,568 jumping on a scientist or something. And it's like, yeah, it works totally fine 90% of the time, 171 00:12:16,568 --> 00:12:21,885 but some people just sprint right at the scientist. And sometimes we had to put 'em behind glass. 172 00:12:21,885 --> 00:12:27,696 KEN: Sometimes getting the level designers, making the player want to do the thing 173 00:12:27,696 --> 00:12:31,585 that gives them the most fun is a very subtle art. 174 00:12:31,585 --> 00:12:34,920 CHUCK: The tentacle sequence is probably the one I remember the most. 175 00:12:34,920 --> 00:12:38,688 BRETT: You're playing it, right? That was the first time I think they melded together 176 00:12:38,688 --> 00:12:39,480 with play so closely. 177 00:12:39,480 --> 00:12:43,520 CHUCK: Because you had your trigger, and we wanted it to be triggered. So by the time you start to see it, 178 00:12:43,526 --> 00:12:47,265 you see the scientist flying through the air and hitting the wall. Then you could, 179 00:12:47,265 --> 00:12:50,845 you could look in, and you could see the scientist being carried away. 180 00:12:51,125 --> 00:12:53,265 The tentacle itself is separate. It's on its own. 181 00:12:53,265 --> 00:12:56,345 And you bring the two together, mesh 'em together, and boom. 182 00:12:56,345 --> 00:12:59,365 BRETT: It felt so seamless though. And that for me was like, moments like that. 183 00:12:59,366 --> 00:13:04,360 And that might've been the first one is when you start to see the the scripted events and play 184 00:13:04,360 --> 00:13:07,520 start to blend a little bit more than just ambience. 185 00:13:09,285 --> 00:13:12,525 - For god's sake, open the silo door. They're coming for us! 186 00:13:12,595 --> 00:13:15,845 It's our only way out. Oh my God, we're doomed. 187 00:13:18,200 --> 00:13:21,760 DAVE: I remember Brett in particular had done some of the lab scenes where scientists 188 00:13:21,760 --> 00:13:26,165 would walk from one area to another and just look at a monitor. And they just, 189 00:13:26,166 --> 00:13:27,405 it gave them a little bit of life. 190 00:13:27,684 --> 00:13:31,444 A ton of the work that went into that area was because we knew it was gonna be 191 00:13:31,446 --> 00:13:35,885 the beginning in the game, and we really needed to make it a vibrant and interesting, 192 00:13:36,105 --> 00:13:37,485 fun place to be and explore. 193 00:13:38,105 --> 00:13:41,820 - So originally they were designed to sort of be behind glass. 194 00:13:41,820 --> 00:13:43,518 They were just designed to be spectacle. 195 00:13:43,518 --> 00:13:44,720 - Yeah. Little vignettes. 196 00:13:44,726 --> 00:13:48,240 - And then all of the level designer's like, no, no, I'm gonna put that right in front of you. 197 00:13:48,240 --> 00:13:52,440 And I'm like, oh God, how am I supposed to make this work? It's not supposed to do it. 198 00:13:52,665 --> 00:13:56,485 - Get away from there, Freeman. I'm expecting an important message. 199 00:13:56,485 --> 00:13:59,320 -The run speed for the player was so insane. 200 00:13:59,320 --> 00:13:59,820 KEN: Yeah. 201 00:13:59,820 --> 00:14:02,245 DOUG: It was like, what, 25 miles an hour or something? 202 00:14:02,245 --> 00:14:03,785 KEN: It was sprinting. It was. 203 00:14:03,785 --> 00:14:06,645 DOUG: You could get so far, so fast. 204 00:14:06,985 --> 00:14:11,445 And so you'd either have to make the script a sequence like so quick that 205 00:14:12,265 --> 00:14:14,405 you could barely see what's happening. 206 00:14:14,915 --> 00:14:17,844 Most people weren't looking in the right place anyway, so, you know, 207 00:14:17,846 --> 00:14:22,125 you'd have to like get their attention with like a particle or a sound or 208 00:14:22,325 --> 00:14:26,445 lighting or something. And then you wanted them to see what was happening. 209 00:14:26,825 --> 00:14:32,885 But when we playtested, and it's like a scientist was like being pulled into a vent or something, 210 00:14:33,675 --> 00:14:37,174 like people wouldn't just stop and be like, oh. Sometimes they would, they'd be like, 211 00:14:37,174 --> 00:14:38,043 oh wow, look at that. 212 00:14:38,043 --> 00:14:41,725 They'd just like, just run straight ahead and just start shooting. 213 00:14:42,195 --> 00:14:46,365 - It's hard when you think back to it to recognize that those kind of 214 00:14:46,875 --> 00:14:51,445 interactive moments were so new. Like people just hadn't seen them. 215 00:14:51,585 --> 00:14:54,285 KEN: It was worth it because no other games were doing that. 216 00:14:54,425 --> 00:14:56,005 No other games had that interactivity. 217 00:14:56,065 --> 00:15:00,245 No other games had that spectacle playing out in front of you. 218 00:15:00,825 --> 00:15:04,245 And it just added that whole feel of Half-Life. 219 00:15:09,235 --> 00:15:13,965 Gabe had started to develop this theory around interactivity, 220 00:15:14,225 --> 00:15:19,205 and the environment needed to let you do what 221 00:15:19,206 --> 00:15:23,485 you wanted and then react to it. So if you did something, if you shot your gun, 222 00:15:23,775 --> 00:15:27,405 there needed to be a bullet hole in the wall. If you did a thing people needed, 223 00:15:27,585 --> 00:15:30,245 you know, other characters needed to react. 224 00:15:30,246 --> 00:15:34,645 The world is acknowledging you exist. The world is acknowledging all of your actions. 225 00:15:35,305 --> 00:15:37,520 And that's a huge part of reinforcement. 226 00:15:37,520 --> 00:15:38,620 [SIREN] 227 00:15:38,620 --> 00:15:39,920 [GUNSHOT] 228 00:15:40,545 --> 00:15:43,839 - And you'd have these conversations where you'd be sitting in a design review and 229 00:15:43,840 --> 00:15:47,640 somebody'd say, that's not realistic. And you're like, okay, what does that have, 230 00:15:47,755 --> 00:15:51,525 like, explain to me why that's interesting. Because in the real world, 231 00:15:51,805 --> 00:15:55,525 I have to write up lists of stuff I have to go to the grocery store to buy. 232 00:15:55,785 --> 00:15:58,444 And I have never thought to myself that realism is fun. 233 00:15:58,445 --> 00:16:01,865 I go play games to have fun. And so we had to come up with some notion 234 00:16:01,865 --> 00:16:05,425 of what fun was. We knew it was an ad hoc definition, 235 00:16:05,425 --> 00:16:10,045 and it was the degrees to which the game recognizes and 236 00:16:10,155 --> 00:16:14,564 responded to the players' choices and actions, right? In behavioral science, you would say 237 00:16:14,566 --> 00:16:17,685 we were explicitly talking about what were reinforcers and what the 238 00:16:17,845 --> 00:16:20,400 reinforcement schedules were. Right? At that point in time, 239 00:16:20,400 --> 00:16:23,100 that was a useful way of making design decisions. 240 00:16:23,100 --> 00:16:25,025 [METAL CREAKING] 241 00:16:25,025 --> 00:16:31,245 The point I would make is, if I go up to a wall and shoot it, to me, it feels like the wall is ignoring me. 242 00:16:31,625 --> 00:16:36,285 I'm getting a narcissistic injury when the world is ignoring me. So does this... 243 00:16:36,355 --> 00:16:39,285 Like to me, I was trying to convey to the user a sense of 244 00:16:39,305 --> 00:16:42,245 yes, you were making choices. Yes, you were progressing, 245 00:16:42,575 --> 00:16:47,165 which meant the game had to acknowledge that back view. If you shoot at a wall, 246 00:16:47,455 --> 00:16:52,125 there have to be decals. If you kill a bunch of marines, the marines have to run away from you. Right? 247 00:16:52,385 --> 00:16:56,444 You have to have this sense of the game acknowledging and responding to the 248 00:16:56,446 --> 00:17:02,765 choices and actions and progressions that you've made. Otherwise it loses any, any sort of impact. 249 00:17:13,204 --> 00:17:16,964 HARRY: Ted and I, we were on the same page in terms of what the game should look like, 250 00:17:17,204 --> 00:17:22,004 which would be just sort of alien in a very naturalistic kind of way. 251 00:17:22,755 --> 00:17:25,484 Like these are, these are creatures from another dimension, 252 00:17:25,685 --> 00:17:33,885 another planet that look like they evolved in a way. And Chuck had a very, he came from Duke Nukem. 253 00:17:34,065 --> 00:17:38,965 He'd made a bunch of monsters that went in a sort of a different direction. 254 00:17:39,185 --> 00:17:46,078 And for awhile the game had a hard time coalescing around a single vision. 255 00:17:46,225 --> 00:17:49,158 - All the ones that looked like genitals were Ted's. 256 00:17:49,159 --> 00:17:49,750 [LAUGHING] 257 00:17:49,750 --> 00:17:54,960 And all the ones with shiny bits that look like alien soldiers were Chuck's. 258 00:17:54,960 --> 00:17:58,260 - That was a thing when I first came in, Ted's style and mine. 259 00:17:58,260 --> 00:17:59,740 BRETT: And trying to figure that out. 260 00:17:59,740 --> 00:18:02,166 CHUCK: Trying to find the harmony between the two to make it work. 261 00:18:02,166 --> 00:18:02,568 BRETT: Yeah. 262 00:18:02,568 --> 00:18:05,662 CHUCK: Ted had, he was, he really liked the Wayne Barlow aesthetic, 263 00:18:05,662 --> 00:18:08,085 and I had a little bit different, but it worked. 264 00:18:08,685 --> 00:18:13,206 Ted made these really weird. He did the headcrab, you know, 265 00:18:13,206 --> 00:18:16,365 that's pretty much the symbol of it all. 266 00:18:16,365 --> 00:18:19,686 And I remember taking his headcrab and putting it on a scientist and making the 267 00:18:19,686 --> 00:18:23,445 zombie. Right. Well, we pretty much had, we talked and it's like, okay, 268 00:18:23,685 --> 00:18:28,445 we'll do, you do that? And Ted did the soldiers, I did the scientists. 269 00:18:29,205 --> 00:18:31,925 I did a lot of the aliens. 270 00:18:32,105 --> 00:18:35,525 And with the hornet gun I did. did the hornet gun for that one as well too. 271 00:18:35,905 --> 00:18:38,524 You know the alien slave? 272 00:18:38,565 --> 00:18:41,085 Well I did some animations for the bull squid, or bull chicken. 273 00:18:41,325 --> 00:18:45,685 I have to call him that. But that's a Ted creature there. 274 00:18:45,686 --> 00:18:47,324 The houndeye was Ted's as well. 275 00:18:47,835 --> 00:18:52,300 BRETT: Yeah. A lot of the fleshy, if it's got like over, like a lot of flesh on it, maybe too much-- 276 00:18:52,300 --> 00:18:52,860 CHUCK: Yeah. 277 00:18:53,085 --> 00:18:54,244 - That's Ted, that's a Ted-ism. 278 00:18:54,545 --> 00:18:58,925 You can always tell Ted's designs, because they're much more 279 00:18:59,005 --> 00:19:06,285 aquarium than... Aquarium and/or, like Unspeakables, you know? 280 00:19:06,285 --> 00:19:09,685 - Oh, Big Mama. I forgot about Big Mama. Oh God. 281 00:19:09,744 --> 00:19:11,685 - It's like, you know, it's a testicle, right, Ted? 282 00:19:11,885 --> 00:19:13,360 - That's just so disturbed. 283 00:19:13,360 --> 00:19:16,439 - I concepted a guy in sort of a NASA spacesuit, 284 00:19:16,565 --> 00:19:19,765 a scientist guy. He was actually modeled after a couple of programmers I know, 285 00:19:20,385 --> 00:19:23,625 big beefy, bearded Linux programmers, you know? 286 00:19:23,625 --> 00:19:27,445 And so that's where the HEV suit sort of emerged out of. 287 00:19:27,445 --> 00:19:33,845 There was a lot of desire for not having a Space Marine or a soldier be the guy. 288 00:19:34,105 --> 00:19:39,145 And then Chuck Jones went off and did a pretty different version 289 00:19:39,145 --> 00:19:42,645 of him that became known as Ivan the space biker. 290 00:19:42,984 --> 00:19:47,484 - Oh God. I remember telling myself, it's like, anytime you make a screenshot, 291 00:19:47,875 --> 00:19:51,680 make sure it's good. 'Cause you don't know where this is going to appear again. 292 00:19:51,680 --> 00:19:52,500 - We didn't know that. 293 00:19:52,500 --> 00:19:56,085 - And Ivan is the prime example of that one. 294 00:19:56,086 --> 00:19:58,625 So you're looking at it. Well, go look at Quake. It's like, okay, 295 00:19:58,625 --> 00:20:02,605 I'm looking at that, and he's got this incredibly boxy head. And you're always 296 00:20:02,605 --> 00:20:06,885 hearing don't put too many polys in it. And it's like, okay, so Ivan got the 297 00:20:07,205 --> 00:20:10,524 the, the square head. And it was kind of an early, 298 00:20:11,155 --> 00:20:16,085 just a rough prototype of a Gordon Freeman baby. And I remember, 299 00:20:16,525 --> 00:20:20,005 we didn't know what Gordon looked like. So it's like, 300 00:20:20,165 --> 00:20:23,244 I was looking for somebody, and I found Mike Harrington. And It's like, Mike, 301 00:20:23,245 --> 00:20:26,564 what does Gordon look like? He said, I don't know, put yourself in there. 302 00:20:26,565 --> 00:20:29,925 It's like, oh, okay, okay. And so I went in and, 303 00:20:29,926 --> 00:20:33,804 and put kind of my likeness on the early Gordon model in the game. 304 00:20:34,785 --> 00:20:36,098 And it kind of stayed there. 305 00:20:36,098 --> 00:20:37,845 BRETT: Did you have a ponytail? 306 00:20:37,846 --> 00:20:39,885 - Well, I was ex tattoo artist, so yeah, I definitely had. 307 00:20:39,885 --> 00:20:40,066 - Ah. 308 00:20:40,066 --> 00:20:44,272 - I don't, I don't have anything to work with now. But yeah, at that point, I had a ponytail on. 309 00:20:44,272 --> 00:20:47,409 - If you play the game, you know that it's Chuck, if you play multiplayer and see the model. 310 00:20:47,410 --> 00:20:50,700 CHUCK: But yeah, if you look on the back of that, there's this little four triangles, 311 00:20:50,700 --> 00:20:53,080 and he's got a little ponytail back there. 312 00:20:53,484 --> 00:20:59,125 I did the G-Man. And again, that one was, Gabe was talking about the cigarette man from X-Files. 313 00:20:59,140 --> 00:21:01,500 So we needed our own equivalent of that. 314 00:21:01,500 --> 00:21:04,405 - Because after a while, after playing with the game for a whole, 315 00:21:04,425 --> 00:21:06,484 for a long time people realize like, hey, 316 00:21:07,405 --> 00:21:11,045 we made this character. And just in this one office scene in the beginning, 317 00:21:11,045 --> 00:21:13,685 where he is behind the window and he is talking to a scientist or something, 318 00:21:13,686 --> 00:21:18,365 and then he's like, he looks really creepy. It was late in the day that we thought, oh, okay, 319 00:21:18,366 --> 00:21:22,484 well he's gonna be the big bad behind all of this. 320 00:21:22,485 --> 00:21:26,685 Like scatter him around in places that you can't get to him. 321 00:21:27,505 --> 00:21:29,645 But he's there mysteriously. 322 00:21:32,895 --> 00:21:35,484 - There wasn't enough in the beginning of the game. It's like, 323 00:21:35,485 --> 00:21:38,524 we need another monster. Headcrabs weren't enough. 324 00:21:38,526 --> 00:21:45,845 It got kind of repetitious. I think I grabbed Ted and said, I need them to do this and this. 325 00:21:46,545 --> 00:21:49,085 And so he whipped it out in not much time at all. 326 00:21:49,900 --> 00:21:53,545 I'm gonna get the timing just right, and I have no time to do this. 327 00:21:53,545 --> 00:21:57,685 I'm just gonna bang it out. And then once it was working, everybody said, 328 00:21:57,686 --> 00:22:02,405 oh, let's go back and sprinkle them back in the maps. 329 00:22:02,484 --> 00:22:03,210 And that was this-- 330 00:22:03,210 --> 00:22:06,260 - Yeah. Because then we introduced them a little earlier than we were planning. 331 00:22:06,260 --> 00:22:09,045 - Yeah. Because they, they ended up being, they weren't real tough. 332 00:22:09,190 --> 00:22:10,440 They weren't supposed to be tough. 333 00:22:10,440 --> 00:22:11,405 DOUG: But they were ranged. 334 00:22:11,405 --> 00:22:15,365 KEN: But they were ranged, and they were fun, and they had a big show, and like, 335 00:22:15,605 --> 00:22:17,405 that was showing off a bunch of stuff. 336 00:22:26,205 --> 00:22:28,165 DOUG: I remember the assassin came in pretty late. 337 00:22:28,925 --> 00:22:32,445 KEN: That was it. It was like, okay, I have a week and a half. 338 00:22:32,620 --> 00:22:35,379 It was already done. It was already all modeled, already all animated. 339 00:22:35,380 --> 00:22:38,725 And the requirement was it couldn't have any new animations and any new 340 00:22:38,965 --> 00:22:42,004 anything, so had to come up. I grabbed a bunch of Steve Bond's AI, 341 00:22:42,305 --> 00:22:46,765 and banged that thing out. I built a level, super crude, 342 00:22:47,425 --> 00:22:52,244 but it had all the right spacing and all the right heights and all the right geometry. 343 00:22:53,015 --> 00:22:57,805 - Again, it's just a presentation where this, this creature gets to shine. 344 00:22:57,835 --> 00:23:01,765 This enemy gets to shine and is your entire focus for that scene. 345 00:23:01,865 --> 00:23:04,965 And it's kind of a memorable experience 'cause it's, 346 00:23:05,265 --> 00:23:08,125 it just takes place in a different fashion than other encounters. 347 00:23:08,325 --> 00:23:11,165 You get knocked out, and there's all kinds of, like, the lights go out 348 00:23:11,725 --> 00:23:16,044 and you get dragged through corridor and things. So again, it's something you remember in the game. 349 00:23:18,120 --> 00:23:19,500 - And if they find the body? 350 00:23:19,500 --> 00:23:22,040 - Body? What body? 351 00:23:33,025 --> 00:23:37,845 TED: We just did a lot of playtesting and did a lot of level building 352 00:23:38,345 --> 00:23:41,145 and used all of the monsters. 353 00:23:41,145 --> 00:23:45,725 and used everything that we had developed, and started seeing which ones kind 354 00:23:45,726 --> 00:23:47,645 of stuck out a little oddly. 355 00:23:47,646 --> 00:23:52,615 Like we had the houndeyes that Ted had concepted, and Kelly had done great sounds for 'em. 356 00:23:52,615 --> 00:23:57,805 And so they seemed like a very oddly plausible sort of alien creature. 357 00:23:58,225 --> 00:24:05,764 And Chuck did what we called the panthereye, which was this big black panther looking 358 00:24:06,205 --> 00:24:11,205 creature that also just had a big red eye for his face and a big shark 359 00:24:11,365 --> 00:24:15,565 fin coming out the back. And design-wise, he seemed like a, oh, 360 00:24:16,035 --> 00:24:19,205 this is a very useful creature. You know, it's like when you design things, 361 00:24:19,305 --> 00:24:23,725 you know, you like to have a gradient of difficulty, a gradient of 362 00:24:23,935 --> 00:24:28,085 escalation in threat. And so if we had these hound eyes, then oh yes, 363 00:24:28,115 --> 00:24:35,205 this like panther, bigger, scarier looking thing would be more of a threat. 364 00:24:35,206 --> 00:24:40,044 It was in the game for a long time and then sort of just worked its way out 365 00:24:40,244 --> 00:24:44,965 because folks couldn't find a way to incorporate a creature like that into the 366 00:24:44,966 --> 00:24:48,004 environment and make it seem reasonable. 367 00:24:48,605 --> 00:24:55,445 CHUCK: The stooka bat was, it was something that I had did. Just a weird, another creature from the air. 368 00:24:55,865 --> 00:24:59,925 We had the chub toad that we were gonna use as a feeding animal to help. 369 00:25:00,205 --> 00:25:05,564 And yeah, they had a mechanic to where they were going to use this to distract monsters so 370 00:25:05,685 --> 00:25:12,040 you could possibly get by. And it pretty much reached fruition to where we created the object. 371 00:25:12,040 --> 00:25:15,360 But then again, time became the factor, and it had to get cut. 372 00:25:23,805 --> 00:25:27,244 - I grew up just outside DC |and so there's all these like, 373 00:25:27,744 --> 00:25:32,685 big, really banal office buildings, and that's kind of the direction I went. 374 00:25:33,105 --> 00:25:35,145 So it started becoming a facility. 375 00:25:35,145 --> 00:25:39,565 And so I started making these kind of linoleum tiles, and the drop ceiling, 376 00:25:39,785 --> 00:25:43,125 the concrete block wall, the black and white tile floor. 377 00:25:43,505 --> 00:25:47,925 - She was like the texture artist for a long, like for most of the game. 378 00:25:48,205 --> 00:25:51,360 It's just an overwhelming amount of work. 379 00:25:51,360 --> 00:25:56,280 KAREN: Originally I was hand painting all of the textures, and you can really see a shift in some 380 00:25:56,280 --> 00:25:59,800 of 'em where they go from hand painted to photo reference. 381 00:25:59,800 --> 00:26:02,524 The photo references are much, much better. [LAUGHING] 382 00:26:02,645 --> 00:26:07,205 So I was all over Seattle, Harbor Island, Gasworks Park, 383 00:26:07,206 --> 00:26:08,635 getting rusty metal things. 384 00:26:08,635 --> 00:26:12,885 What can I get good pictures of that is vaguely industrial 385 00:26:13,585 --> 00:26:17,205 and interesting to look at, and then how can we use this? 386 00:26:20,065 --> 00:26:25,805 And so, you know, sides of boxcars, and I don't know how many hallways in Half-Life are 387 00:26:25,806 --> 00:26:30,045 the side of a train car kind of thing. The Kirkland Costco. 388 00:26:30,145 --> 00:26:35,045 Lot of time in the Kirkland Costco getting just packages of 389 00:26:35,244 --> 00:26:38,725 I don't know why I needed snacks or something. 390 00:26:50,145 --> 00:26:55,800 DOUG: The first year was all about opportunity, and it, you know, it wasn't quite as focused. 391 00:26:55,800 --> 00:26:57,680 We were trying, we were finding our footing. 392 00:26:57,685 --> 00:27:02,165 KEN: We were getting into the three months before supposedly shipping in 97. 393 00:27:02,505 --> 00:27:08,800 And it's like, this isn't gelling. This is really not good. This is like a quick knockoff, 394 00:27:08,800 --> 00:27:12,855 cash grab, stupid, and let's not do that. 395 00:27:12,855 --> 00:27:17,316 There was a lot of disconnect between what all of the different groups were doing, 396 00:27:17,316 --> 00:27:22,585 what engineering was doing, and what level design was doing and what animation was doing. 397 00:27:22,585 --> 00:27:26,205 We had a bunch of monsters that had no plans to get in the game 'cause nobody 398 00:27:26,206 --> 00:27:30,484 else was assigned to work on them. And we had a bunch of levels that like, 399 00:27:30,505 --> 00:27:32,445 what's supposed to go in here? Oh, I don't know, 400 00:27:32,446 --> 00:27:35,484 everybody's gonna do a bunch of stuff. And like, no, that doesn't work that way. 401 00:27:35,625 --> 00:27:38,605 - So here we were, all these people doing all these cool things and just, 402 00:27:38,606 --> 00:27:42,248 everything's just this random collection of oh, here's a cool moment and a cool this. 403 00:27:42,248 --> 00:27:45,725 And you know, and then it's gone and you know, oh, now on to the next thing. 404 00:27:45,835 --> 00:27:50,125 Because the way we were building the game was every level designer was kind of 405 00:27:50,126 --> 00:27:57,524 his own silo, his own universe. And I think that just grew out of our kind of mod developer roots. 406 00:27:57,785 --> 00:28:05,040 But it wasn't cohesive, and it certainly didn't have a strategy for like maximizing any of that stuff. 407 00:28:05,040 --> 00:28:07,820 - You must have been in the meeting when we reviewed all the levels. 408 00:28:07,820 --> 00:28:10,445 It was like the first time everybody piled into a room. 409 00:28:10,465 --> 00:28:15,365 And Gabe had his crazy Hellraiser chair with the beautiful Mac monitor, 410 00:28:15,865 --> 00:28:18,525 and we played. For two days, he played everyone's levels. 411 00:28:18,905 --> 00:28:21,764 But I remember one moment he turned around, he was like this with his hair. 412 00:28:21,766 --> 00:28:23,046 He's going, we're gonna fail. 413 00:28:23,046 --> 00:28:26,085 We're gonna fail, we're gonna fail. And I was just like, I was like, 414 00:28:26,086 --> 00:28:28,085 it blew me away. I was like, oh shit, this isn't good. 415 00:28:28,305 --> 00:28:32,405 - You know, we were doing our best trying to make this game and the story. 416 00:28:32,406 --> 00:28:36,205 And we had a schedule from Sierra, and it was a tight schedule. And we told them like, 417 00:28:36,206 --> 00:28:37,244 we're not gonna ship this. 418 00:28:37,505 --> 00:28:41,605 And we realize that you're not gonna pay us to continue developing this, 419 00:28:41,785 --> 00:28:43,245 but we're going to do it anyway. 420 00:28:43,555 --> 00:28:50,445 - Late is just for a little while. Suck is forever. Right? We could try to force this thing out the door, 421 00:28:50,446 --> 00:28:54,084 but that's not the company we want to be. That's not the people we want to be. 422 00:28:54,086 --> 00:28:57,447 That's not the relationship we want to have with our customers. 423 00:28:57,447 --> 00:29:00,284 - And so we kind of, Kelly and I kind of sat down and, 424 00:29:00,505 --> 00:29:04,325 and sort of tried to take an inventory of all the cool stuff we had built and 425 00:29:04,385 --> 00:29:08,285 why weren't we just, you know, building more on top of that. 426 00:29:08,286 --> 00:29:13,125 And those discussions kind of led to our us building this kind of, 427 00:29:13,405 --> 00:29:17,725 design cabal process to try to give some cohesion to the game and kind of 428 00:29:17,845 --> 00:29:19,585 changing the way we were approaching it. 429 00:29:19,585 --> 00:29:23,365 - And so a cabal was a small group of people, 430 00:29:23,385 --> 00:29:26,605 a multidisciplinary group. You know, there's like an art, artists, 431 00:29:26,606 --> 00:29:29,485 level designers, engineers, and you know, everything. And in that, 432 00:29:30,165 --> 00:29:36,365 small team that would write up a spec for a level. There was the arc that Marc had written. 433 00:29:36,705 --> 00:29:38,725 So we knew how that fit into the story. 434 00:29:39,345 --> 00:29:40,845 - And we got a small group of people 435 00:29:41,125 --> 00:29:45,325 together and we started with the beginning. And we went through how literally 436 00:29:45,326 --> 00:29:48,365 what map do we need to build to tell us the story we're gonna have to tell, 437 00:29:48,745 --> 00:29:51,878 and then what does that connect to, and what's the next piece and the next piece. 438 00:29:52,185 --> 00:29:55,485 - The strongest and most influential thing that came out of them was, to me, 439 00:29:55,486 --> 00:29:58,605 the sketches. And they were really the visual meeting notes, right? 440 00:29:58,985 --> 00:30:01,245 MIKE: We came up with a formula for how that worked. 441 00:30:01,505 --> 00:30:04,365 We had a certain percentage of the time where you were fighting, certain 442 00:30:04,366 --> 00:30:07,285 percentage of the time where you're exploring, a certain percentage of the time 443 00:30:07,286 --> 00:30:09,285 where you're solving puzzles. 444 00:30:09,980 --> 00:30:15,240 And so we could apply that uniformly through the game. And that worked pretty well. 445 00:30:16,045 --> 00:30:21,815 - Testing, testing, everything seems to be in order. 446 00:30:22,405 --> 00:30:25,774 - Good morning. And welcome to the Black Mesa Transit system. 447 00:30:26,525 --> 00:30:31,375 This automated train is provided for the security and convenience of the Black 448 00:30:31,605 --> 00:30:33,415 Mesa research facility personnel. 449 00:30:34,195 --> 00:30:38,335 The whole opening of the game was specifically a reaction to how all the other 450 00:30:38,336 --> 00:30:42,175 first person shooters were, whether they had cutscenes or not. 451 00:30:42,525 --> 00:30:46,655 Like sometimes like they would just open without a cut scene. But you know, 452 00:30:46,656 --> 00:30:49,975 you're standing in a room with a gun and you're gonna, there's a thing attacking you. 453 00:30:50,355 --> 00:30:53,815 So we could look at examples of all that, and I think there was expectation that 454 00:30:53,816 --> 00:30:58,455 that's what Half-Life had to do because every other game was doing it. 455 00:30:58,775 --> 00:31:03,095 - I can't tell you the number of people who started up the game, were staring at it, 456 00:31:03,155 --> 00:31:07,118 and then accidentally bumped their mouse and realized this is live. 457 00:31:07,118 --> 00:31:07,415 - Yeah. 458 00:31:07,915 --> 00:31:12,375 - And as simple as that sounds, it was mind blowing for so many people 459 00:31:12,695 --> 00:31:15,804 'cause it was too much going on. This isn't real time, this is a recording. 460 00:31:15,805 --> 00:31:17,495 - That was sort of the way we, you know, 461 00:31:17,735 --> 00:31:21,975 stumbled through a lot of the new narrative tricks was like, 462 00:31:21,976 --> 00:31:26,015 well what can we do? You could do this in a movie or a story, 463 00:31:26,115 --> 00:31:28,895 but nobody's doing this in first person shooters. 464 00:31:29,075 --> 00:31:33,655 - You're this anonymous scientist, and you're riding on this train into work, and 465 00:31:33,755 --> 00:31:37,015 rolled the credits at the beginning. It was kind of like a cinematic experience, 466 00:31:37,016 --> 00:31:39,255 almost like, I don't think games had really gone down that road. 467 00:31:39,365 --> 00:31:41,575 It's so funny to look at it now because it's so primitive. 468 00:31:41,576 --> 00:31:44,615 But at the time it felt like you were really in this Black Mesa world. 469 00:31:48,895 --> 00:31:52,014 - Pre-disaster survived from the first year. 470 00:31:52,295 --> 00:31:56,375 So a lot of that geometry was from that first version of the game 471 00:31:56,595 --> 00:31:58,535 but in a very minimal way. Just some, 472 00:31:58,755 --> 00:32:04,449 the basic style of some of the hallways, the curved corners in the hallways, things like that. 473 00:32:04,685 --> 00:32:11,254 They more became sort of like Lego pieces that John could use and stitch together and extrude. 474 00:32:11,355 --> 00:32:16,215 And I know Brett did a lot of the raw geometry from pre-disaster and then 475 00:32:16,245 --> 00:32:19,054 John did most of the work to ship it. 476 00:32:19,195 --> 00:32:22,455 And then the post and the train ride was all John, I think. 477 00:32:22,995 --> 00:32:29,275 - The sector C. So those were heavily influenced by NASA control rooms 478 00:32:29,276 --> 00:32:35,015 with my favorite green hammerite, really influenced a lot of like the starting, 479 00:32:35,075 --> 00:32:38,455 we started with the kind of the consoles. I'm trying to remember. 480 00:32:38,655 --> 00:32:41,465 And then there was just lots of hallways, and people were getting lost. 481 00:32:41,465 --> 00:32:46,304 And I did the color stripes to help people follow them places. 482 00:32:46,305 --> 00:32:49,205 - One of the things that was actually super exciting was how quotidian, 483 00:32:49,605 --> 00:32:53,965 a lot of it really was. You know, the lunchroom with the microwave. 484 00:32:54,925 --> 00:32:56,639 You'd press the button, and would go splat. 485 00:32:56,640 --> 00:32:58,520 - My god, what are you doing? 486 00:32:58,995 --> 00:33:02,485 - Yeah. All this work so you can start a microwave and blow up some soup, 487 00:33:02,495 --> 00:33:07,280 which was a reference to real life because that happened 488 00:33:07,280 --> 00:33:10,120 regularly. Like we regularly accidentally blow up soup. 489 00:33:10,120 --> 00:33:11,558 - That was later mostly, wasn't it? 490 00:33:12,015 --> 00:33:19,565 - There were a few people who were just challenged with kitchen appliances and 491 00:33:19,625 --> 00:33:24,125 at one point we had a company fire. We had a lot of things going on in that kitchen. 492 00:33:24,545 --> 00:33:28,725 - All of that stuff had a real kind of eloquence that 493 00:33:29,385 --> 00:33:34,085 in the late nineties, in a world where everything was so over the top. 494 00:33:34,305 --> 00:33:36,205 But we still got to go on flights of fancy. 495 00:33:39,595 --> 00:33:41,925 - Welcome to the HEV. 496 00:33:43,605 --> 00:33:49,714 - I think like a super pivotal moment for me was when we came in this one morning 497 00:33:49,714 --> 00:33:54,325 and we saw the test chamber sequence that Kelly and 498 00:33:54,835 --> 00:33:59,565 John Guthrie, and Wedge was in that office, and Dario, Driller, 499 00:33:59,566 --> 00:34:03,165 they were all in this corner dark office where so much cool stuff happened. 500 00:34:03,465 --> 00:34:07,805 But so Kelly and John stayed up all night and did the test chamber sequence. 501 00:34:07,806 --> 00:34:10,045 And it's pretty much like the one we shipped. 502 00:34:10,045 --> 00:34:13,524 - That was a lot of what went on in that room that we called the submarine. 503 00:34:13,545 --> 00:34:19,225 It was just improvisation, you know, just what can we do to solve this problem? 504 00:34:19,225 --> 00:34:23,165 How do we connect what's happening before to what's happening after? This needs 505 00:34:23,166 --> 00:34:27,315 to be somehow important, but we just don't know what to do. 506 00:34:27,315 --> 00:34:29,045 - John and I talked about it. I went home that night, 507 00:34:29,045 --> 00:34:30,843 and I sort of sketched out like, you know, 508 00:34:30,844 --> 00:34:34,205 maybe we could do something cinematic. We'll take the camera away, 509 00:34:34,574 --> 00:34:38,685 we'll turn the lights off, we'll do sounds, we'll just throw everything we can at it. 510 00:34:38,686 --> 00:34:43,844 We built that basically that day. It was just a sort of a one day throw it together. 511 00:34:43,985 --> 00:34:45,313 That's how fast we were moving. 512 00:34:45,313 --> 00:34:47,005 - They had audio, right? We had the script. 513 00:34:47,005 --> 00:34:50,284 - Yeah. Yeah. It's like the heartbeat and the breathing, all that stuff was in there. 514 00:34:50,745 --> 00:34:58,086 And I played through it and it was like, damn, I have not seen this in any medium in anything before, 515 00:34:58,086 --> 00:35:02,645 experienced something like this where this immersive experience of this actually 516 00:35:02,646 --> 00:35:08,018 happening like this. And at that point it's like, okay, I see what it is we're doing. 517 00:35:08,018 --> 00:35:16,425 And it's this kind of immersive, unbroken experience that happens to you, the player. 518 00:35:16,425 --> 00:35:22,405 And then that was this key principle about how we never take you out of that role. 519 00:35:22,575 --> 00:35:28,424 - Personally, the difference between before the disaster sequence and after disaster sequence, 520 00:35:28,425 --> 00:35:35,364 I felt we really had, I had an understanding that this product was gonna be special or it was gonna be 521 00:35:35,364 --> 00:35:36,955 possible it was gonna be tied together. 522 00:35:36,955 --> 00:35:45,125 Whereas before that there was a lot of really good stuff and a lot of little things all disconnected. 523 00:35:45,126 --> 00:35:50,500 But we, man, well you guys managed to tie two very different parts of the game together really well. 524 00:35:50,500 --> 00:35:54,520 And I thought, okay, now I feel like we're on a track for finishing this product. To me, 525 00:35:54,526 --> 00:35:59,205 it it shifted my brain to have a lot of confidence that this product's coming 526 00:35:59,405 --> 00:36:03,005 together rather than just generating a lot of content that exists 527 00:36:03,364 --> 00:36:04,725 independently of other content. 528 00:36:05,105 --> 00:36:09,085 - One of the ways we were funding our development was we sold a preview copy of 529 00:36:09,086 --> 00:36:11,725 Half-Life to a video card company. I forget which one. 530 00:36:12,385 --> 00:36:16,325 And so they had in their contract that we had to deliver it to them by a certain 531 00:36:16,355 --> 00:36:19,725 date. And we got like the first three levels done for them. It was, 532 00:36:19,745 --> 00:36:23,484 it was really a good milestone for us just, you know, from working as a company. 533 00:36:23,765 --> 00:36:26,964 'Cause hey, there was a deliverable. We got it done. And you know, 534 00:36:26,966 --> 00:36:31,884 we shipped off to them, and then I swear the next day it leaked. And I was just 535 00:36:32,335 --> 00:36:35,085 livid at first, which was stupid. But I was just like, agh, 536 00:36:35,205 --> 00:36:38,344 I can't believe you guys let this get out. Like, you know, this wasn't us, you know? 537 00:36:38,344 --> 00:36:43,005 And then it turned into something amazing where people started playing it and it 538 00:36:43,006 --> 00:36:45,045 was all over. And we started seeing it 539 00:36:45,046 --> 00:36:49,044 online, what people are thinking about it. And I forget which magazine who said, 540 00:36:49,075 --> 00:36:53,044 usually we don't review beta software, but they reviewed it and said, 541 00:36:53,046 --> 00:36:57,524 this is awesome. And that gave us a tremendous amount of confidence. 542 00:36:57,526 --> 00:37:02,325 It was an outside validation of what we were trying to do, 543 00:37:02,585 --> 00:37:03,685 that it was the right thing. 544 00:37:09,325 --> 00:37:13,125 DOUG: I think just with first person shooters already kind of, 545 00:37:13,155 --> 00:37:17,185 they were kinda like the vowels of, of weapons you put into first person. 546 00:37:17,185 --> 00:37:20,325 You gotta have a shotgun, and there's obviously a pistol, 547 00:37:20,326 --> 00:37:24,285 you need your, your weapon that's going to make you struggle, 548 00:37:24,485 --> 00:37:26,285 drive you to get another weapon. 549 00:37:26,715 --> 00:37:30,565 KEN: That was a lesson in how to make all of your weapons as orthogonal as possible. 550 00:37:30,625 --> 00:37:37,525 So each one did something completely different. All the crazy weapons, those are my fault. 551 00:37:37,625 --> 00:37:42,879 So I did like the rocket launcher, and the Gauss gun, and the snarks. 552 00:37:48,085 --> 00:37:51,005 - I like snarks. Snarks always made me laugh. 553 00:37:51,005 --> 00:37:53,844 It was just always funny to watch people run away from the snarks. 554 00:37:54,145 --> 00:37:57,965 - The squeak grenade. Yeah, it's called the snark. But I wanted something, 555 00:37:57,966 --> 00:38:00,726 a little creature that you could bring up and hold, and you could throw it out, 556 00:38:00,726 --> 00:38:02,085 and it would just start running. 557 00:38:02,085 --> 00:38:05,005 'Cause people were camping, and everybody hated campers at that point. 558 00:38:05,265 --> 00:38:08,364 So you wanted the anti-camp weapon, but it was kind of, 559 00:38:08,425 --> 00:38:11,725 you could literally find a little hidey hole and just sit out there and just 560 00:38:11,726 --> 00:38:16,165 throw out 30 of 'em. And they're all over the map. I had a cat and you, 561 00:38:16,166 --> 00:38:18,085 you'd sit there, you'd do your finger. Blue, yeah. 562 00:38:18,086 --> 00:38:20,924 You'd do your finger towards him, and he'd get mad at you, and he'd swat. 563 00:38:20,926 --> 00:38:24,605 So that was the inspiration for that particular animation. 564 00:38:25,105 --> 00:38:29,325 And then the other, that big, uh, alien creature with the, um, we, 565 00:38:29,326 --> 00:38:32,685 we needed some kind of alien weapon. Drew that one, built that one, 566 00:38:32,685 --> 00:38:35,805 animated that one, but that was also another one that would, whenever you would, 567 00:38:36,025 --> 00:38:39,725 you could get in a corner and just shoot them in the air 'cause the hornets would track. 568 00:38:39,725 --> 00:38:44,525 I think that was the biggest thrill is brainstorming these with your crew, 569 00:38:44,905 --> 00:38:48,285 making them, building them, putting them in the game, and then playing with them. 570 00:38:48,286 --> 00:38:49,585 And then they're fun. 571 00:38:49,585 --> 00:38:52,405 - So there's sort of a trope of having a melee weapon. 572 00:38:52,445 --> 00:38:57,045 I think it was Steve Bond and Ken Birdwell and I were saying we wanted a device 573 00:38:57,046 --> 00:39:00,685 where the world was reacting to. It was really goes back to that theory of fun. 574 00:39:00,785 --> 00:39:03,404 But we were just running around like idiots smacking the wall. 575 00:39:03,835 --> 00:39:05,605 It's an odd thing to know in retrospect, 576 00:39:05,625 --> 00:39:10,625 but at the time it felt profoundly satisfying to be able to smack walls. 577 00:39:10,625 --> 00:39:14,499 And that was just an example of how that fairly abstract notion 578 00:39:14,499 --> 00:39:20,004 of what fun was ended up translating into a set of decisions that were really visceral. 579 00:39:20,150 --> 00:39:23,820 When you're going around whacking a wall, a crowbar is an obvious thing to whack the wall with. 580 00:39:23,820 --> 00:39:25,820 [WOOD BREAKING] 581 00:39:30,800 --> 00:39:32,560 [CREATURE NOISE] 582 00:39:33,080 --> 00:39:34,240 [GUNSHOTS] 583 00:39:36,200 --> 00:39:39,140 [FOOTSTEPS] 584 00:39:42,000 --> 00:39:43,660 [GUNSHOTS] 585 00:39:43,660 --> 00:39:45,660 [MACHINE WHIRRING] 586 00:39:48,505 --> 00:39:52,885 - If the sound could let you know what's going to happen, that really makes it powerful. 587 00:39:53,105 --> 00:39:56,725 So we're always on the lookout for that in level design and monster design 588 00:39:57,685 --> 00:40:02,505 communicating because the AI is often hidden from the player. 589 00:40:02,505 --> 00:40:07,085 So we use the sound to broadcast the internal state of the AI. 590 00:40:12,665 --> 00:40:17,645 You know, soldiers, they tell you, I'm injured, I'm gonna throw a grenade, 591 00:40:17,745 --> 00:40:22,620 I'm taking cover. You know, they are broadcasting as constantly as they can, 592 00:40:22,620 --> 00:40:24,420 what's about to happen. 593 00:40:24,420 --> 00:40:28,925 So it was really important to try to keep those states distinct so that as you 594 00:40:28,926 --> 00:40:32,045 play the game, you're actually, whether you're aware of it or not, 595 00:40:32,100 --> 00:40:34,680 you're starting to be able to tell what's about to happen. 596 00:40:34,680 --> 00:40:36,680 [WOOSH] 597 00:40:36,864 --> 00:40:39,805 - We knew he was a musician too, so he could do sounds, but you know, 598 00:40:40,065 --> 00:40:43,565 he also decided he was gonna write the sound engine. And then he wrote the 599 00:40:43,614 --> 00:40:47,885 soundtrack, and he'd never written a soundtrack before. And he wrote the whole, 600 00:40:48,145 --> 00:40:51,405 you know, soundtrack for the game. And it won an award, and it was crazy. 601 00:40:52,055 --> 00:40:54,765 - There just weren't that many of us. 602 00:40:54,844 --> 00:40:59,685 I had a little bit of a background playing music. I understood the sound engine really well. 603 00:41:00,145 --> 00:41:04,285 So it was really easy for me to just hook sounds in, and I understood enough 604 00:41:04,286 --> 00:41:10,405 about the level design side that I could kind of connect those things a little bit. 605 00:41:10,605 --> 00:41:14,725 The sounds could come from anywhere, and then I just heavily modified them. 606 00:41:14,726 --> 00:41:19,125 Usually those are animal sounds, reversing changing the pitch, 607 00:41:19,565 --> 00:41:24,525 chopping them up and rearranging them. Headcrabs were rats. The little squeaky. 608 00:41:24,715 --> 00:41:27,965 Yeah, that's a rat slowed way, way down. And then reversed. 609 00:41:32,635 --> 00:41:37,965 - Yeah. The DSP stuff was another cool thing that Kelly built when you got in 610 00:41:37,966 --> 00:41:41,924 a vent, it sounded like you were in a vent. And that wasn't really happening I guess in, 611 00:41:42,185 --> 00:41:44,725 at least in Quake and other games I was playing back then. 612 00:41:51,605 --> 00:41:55,045 - You know, we had these huge silos, these cavernous spaces. 613 00:41:55,705 --> 00:42:01,980 The day they had their own echoey DSP, it made an enormous difference, right? 614 00:42:01,980 --> 00:42:03,440 You believed the space. 615 00:42:10,415 --> 00:42:13,765 - Kelly tells me, oh god, Chuck Jones asked him if he could, 616 00:42:13,985 --> 00:42:17,085 if the characters could speak and have their mouths move. 617 00:42:17,086 --> 00:42:20,084 And Kelly said, you know, that's super easy. 618 00:42:20,165 --> 00:42:24,364 I could just look at the audio and and see if they're talking, 619 00:42:24,645 --> 00:42:27,844 and do that, but like getting their mouths to move is stupid, he says to me. 620 00:42:27,945 --> 00:42:31,565 And I, look, Chuck Jones told me the same thing. I told him, 621 00:42:31,566 --> 00:42:35,452 making the mouths move was super trivially easy, but knowing when they're talking 622 00:42:35,452 --> 00:42:39,205 and knowing how to follow the envelope of the speech would be impossible. 623 00:42:39,745 --> 00:42:42,665 And Kelly and I just both looked at each other and like, oh. 624 00:42:42,665 --> 00:42:46,645 And so I went back to my office, and he went back to his office, and I think 625 00:42:46,645 --> 00:42:50,384 within an hour the characters were talking and their mouths were moving. 626 00:42:50,385 --> 00:42:56,036 And it was only because we sat there at lunch bitching about an animator who was 100% right. 627 00:42:56,036 --> 00:42:57,285 - Why are you leaving me here? 628 00:42:57,820 --> 00:43:01,800 Scientist conversations, Kelly and I made that. When they're next to each other, 629 00:43:01,905 --> 00:43:07,640 one scientist will occasionally play a question, and the other one will give him an answer. 630 00:43:07,640 --> 00:43:13,839 And it's not a script. It just might be, it might not always make sense. 631 00:43:14,565 --> 00:43:18,424 - I am rather looking forward to this analysis, aren't you? 632 00:43:18,424 --> 00:43:19,905 - I don't think so. 633 00:43:19,905 --> 00:43:22,945 But it had a bunch of personality. It was really cool. 634 00:43:22,945 --> 00:43:26,915 And it worked on getting those guys to look at you and turn their heads. 635 00:43:26,915 --> 00:43:30,965 - When we first added the ability for scientists to respond to the player and 636 00:43:30,966 --> 00:43:34,005 other things in the environment, we call 'em what response rules. 637 00:43:34,260 --> 00:43:39,100 The first time that went in they came flying down the elevator, 638 00:43:39,100 --> 00:43:41,645 and one of 'em looks at you and goes, oh, hello Gordon. [LAUGHING] 639 00:43:42,165 --> 00:43:44,445 And then they explode into pile of jibs at the bottom. 640 00:43:46,085 --> 00:43:49,900 - Hello. The automatic diagnostic and announcement system 641 00:43:49,900 --> 00:43:53,770 welcomes you to the Black Mesa research facility. 642 00:43:53,770 --> 00:43:56,140 Remember to have a secure day. 643 00:44:08,285 --> 00:44:12,205 - I hadn't really started working on the biggest part of the game, which I ended up shipping, 644 00:44:12,206 --> 00:44:16,125 which was surface tension. Prior to then a lot of the work that I had done was 645 00:44:16,745 --> 00:44:21,364 the alien research labs, which turned into questionable ethics. 646 00:44:21,505 --> 00:44:26,205 And all of that was ditched. Though some concepts that made it through, 647 00:44:26,206 --> 00:44:28,105 everything was rebuilt from zero. 648 00:44:28,105 --> 00:44:31,364 But you know what did make it through was power up. Yeah. 649 00:44:31,365 --> 00:44:34,245 Basically that geometry survived completely intact. 650 00:44:34,585 --> 00:44:39,364 It was so closely designed for that creature that because the creature 651 00:44:39,645 --> 00:44:42,805 survived, the levels survived along with it. Yeah. 652 00:44:42,806 --> 00:44:46,125 There's this sort of central circular thing where you have to rotate the train. 653 00:44:46,605 --> 00:44:48,045 You have to kill the Gargantua first, 654 00:44:48,045 --> 00:44:51,445 'cause he was always defending the way out. I mean, you have to go to, 655 00:44:51,465 --> 00:44:54,925 you have to go to like another area which looks very much like it was designed 656 00:44:54,926 --> 00:44:58,205 for Quake because pretty much it was. [LAUGHING] 657 00:44:59,085 --> 00:45:03,005 There was a flooded pump room, and you have to drain the generator. And then you 658 00:45:03,085 --> 00:45:05,565 could switch the power on and then you could take the train out. 659 00:45:05,565 --> 00:45:09,405 Yeah, I remember him being totally central to this whole thing. And then, well, 660 00:45:09,406 --> 00:45:10,805 how do we block the player? Which is, 661 00:45:10,805 --> 00:45:15,044 I mean that's pretty much like design point number one for all level design. 662 00:45:15,114 --> 00:45:18,405 Okay, well how do we prevent the player from just walking straight out through the 663 00:45:18,435 --> 00:45:20,565 exit, and you design backwards from there. 664 00:45:28,015 --> 00:45:32,795 - In the first year we built a lot of world space, a lot of track as we call it. 665 00:45:33,090 --> 00:45:38,480 And the programmers would try to fit the AI into the existing maps. 666 00:45:38,480 --> 00:45:45,442 What we did the second year was we built the AI in very constrained environments 667 00:45:45,442 --> 00:45:47,275 that showcased the AI. 668 00:45:47,565 --> 00:45:51,955 Let's make the ideal space for the AI and then give that to the level designers 669 00:45:51,975 --> 00:45:56,634 to incorporate those elements into their map so that it worked better and was more interesting. 670 00:45:56,650 --> 00:46:01,140 And that Gargantua was an example of that. And the grunts especially. 671 00:46:01,140 --> 00:46:06,515 - Yeah, we had the AI that Steve had been working on, and he had designed all these interesting 672 00:46:06,645 --> 00:46:11,634 encounters with them just in his test map. And so he had had 'em up high and down low. 673 00:46:11,655 --> 00:46:14,594 And so basically we just gotta re-leverage that. Say, okay, let's, 674 00:46:14,595 --> 00:46:17,515 let's start with the player comes in low, and there's a 675 00:46:17,835 --> 00:46:21,436 marine on the same level. And then the next one they're up high, and then he'd 676 00:46:21,436 --> 00:46:24,075 come running down. 'Cause it was really neat to see them retreat. 677 00:46:24,076 --> 00:46:27,315 They'd try to run back up the stairs and try to flank you from another side. 678 00:46:28,100 --> 00:46:31,865 - So Steve Bond, like I mentioned earlier, was this really young guy who had 679 00:46:31,865 --> 00:46:36,794 been making mods in QuakeC. Really the designer for so much of the AI, 680 00:46:36,835 --> 00:46:41,675 I mean all the stuff that's good about the soldiers, the grunts you fight in Half-Life. 681 00:46:41,864 --> 00:46:46,155 - Yeah. We had a little bit of a language that we could sort of use to say, 682 00:46:46,215 --> 00:46:49,395 you know, this is a place they can climb. This is a place they can jump to. 683 00:46:49,396 --> 00:46:50,675 This is a good place to hide. 684 00:46:50,925 --> 00:46:54,510 These are good places to go in general or interesting places. So, you know, 685 00:46:54,510 --> 00:46:56,300 the AI had a little bit of help. 686 00:47:03,935 --> 00:47:07,235 - We were trying to build something that utilized, you know, 687 00:47:07,236 --> 00:47:10,710 the train technology that Jay was working on. And we thought, well, 688 00:47:10,710 --> 00:47:13,580 let's give the players something that they can control, but in a limited way. 689 00:47:13,580 --> 00:47:16,515 We couldn't do vehicles like you see in Half-Life two. So we did this, 690 00:47:17,055 --> 00:47:19,515 the most constrained vehicle we could think of, 691 00:47:19,516 --> 00:47:23,114 which was the train. Players didn't always bring the train with them. 692 00:47:23,455 --> 00:47:28,315 And so you had a bunch of these poor people walking down these tunnels. 693 00:47:28,315 --> 00:47:30,209 - Oh, is that why you electrified the rail? 694 00:47:30,209 --> 00:47:32,609 - Yeah. And the rails were, that was part of the feedback. 695 00:47:32,609 --> 00:47:33,654 - Kept dying from that. 696 00:47:33,654 --> 00:47:37,525 - Part of the feedback was, well you can just bypass all this. So we made the rails electric. 697 00:47:37,555 --> 00:47:41,105 It's like, well maybe that'll teach them to use, bring the train with them. 698 00:47:41,105 --> 00:47:46,405 But the basic idea was, let's explore that and then also reveal some of the hidden deep parts of the 699 00:47:46,406 --> 00:47:50,404 base. You know, the abandoned areas where you might get a lot more of the Xen creatures. 700 00:47:50,705 --> 00:47:52,285 You know, we had designed some of the, 701 00:47:52,515 --> 00:47:55,165 some of the ones that didn't make it into the game to appear there, 702 00:47:55,315 --> 00:47:57,824 bats that would dive bomb you and while you're on the train. 703 00:47:57,824 --> 00:47:58,364 - Stooka bats. 704 00:47:58,525 --> 00:48:03,365 - Yeah, stooka bats. And then we also tried hard to not make it feel like it was the super linear thing. 705 00:48:03,365 --> 00:48:07,004 So we tried to give little branches, and so there were some challenges there. 706 00:48:20,675 --> 00:48:24,925 - Well there is a, there was a really good sketch that Kelly Bailey made, 707 00:48:24,925 --> 00:48:27,965 which basically charted surface tension, and it was pretty extensive. 708 00:48:27,966 --> 00:48:30,844 Like it went through the cliff side and it went through 709 00:48:31,335 --> 00:48:35,885 areas where tanks were and like a lot of soldier holdouts. Yeah. 710 00:48:35,945 --> 00:48:38,885 It even went through the desert with the cactuses and 711 00:48:39,165 --> 00:48:43,085 the helicopters and then across a dam. It was pretty extensive. 712 00:48:43,086 --> 00:48:45,868 When I saw that sketch, I was so motivated. 713 00:48:45,868 --> 00:48:46,205 - Yeah. 714 00:48:46,225 --> 00:48:48,085 - To just start building all of that stuff. 715 00:48:48,385 --> 00:48:51,325 - So I ran ahead with a lot of level design, a lot of geometry, 716 00:48:51,344 --> 00:48:54,485 and it seems like a lot of it stuck in some way or another, 717 00:48:54,695 --> 00:48:57,844 which is really amazing. I did the, oh yeah, the dam, which was funny. 718 00:48:57,925 --> 00:49:00,765 I just did that in a day, right? Like, it was like about four or five hours. 719 00:49:00,885 --> 00:49:03,125 I did a Hoover Dam thing 'cause I like the Hoover Dam. 720 00:49:03,125 --> 00:49:05,085 - I saw a concept of the cliff side. 721 00:49:05,325 --> 00:49:09,125 I think Harry Teasley built that render of the skybox, 722 00:49:09,185 --> 00:49:12,485 and I just thought, holy crap, this is perfect for vertigo. 723 00:49:13,045 --> 00:49:13,925 Whatever we do here, 724 00:49:14,265 --> 00:49:18,685 we have to play on vertigo, and like narrow little ledges, and you know, 725 00:49:18,785 --> 00:49:22,085 places you would like to normally dodge a grenade, but you can't. 726 00:49:28,235 --> 00:49:29,455 - And that's, that's the moment. 727 00:49:29,475 --> 00:49:33,735 That's really the big part of that level is that reveal and the play is kind of, 728 00:49:33,735 --> 00:49:37,788 kinda supports it afterward. The helicopter comes in, you're fighting the helicopter, 729 00:49:37,788 --> 00:49:38,535 which is awesome. 730 00:49:47,945 --> 00:49:52,445 First of all I had a bunch of textures, and then every time I need made new ones, 731 00:49:52,445 --> 00:49:55,335 whoever was working on the new levels would be like, oh, fresh textures, 732 00:49:55,336 --> 00:49:59,113 I'm gonna use those. Somebody making another level would start using them. 733 00:49:59,114 --> 00:50:02,575 And I was like, no, this is chaos. We need to restrict this. 734 00:50:02,835 --> 00:50:07,375 So I started naming the texture sets by the level that they were made for. 735 00:50:07,455 --> 00:50:11,735 I was trying to enforce some sort of like, visual cohesion. 736 00:50:11,990 --> 00:50:14,479 And so that really ended up working. 737 00:50:14,480 --> 00:50:15,855 - There was one level I did, 738 00:50:16,655 --> 00:50:19,415 it was the introduction of the sort of the bounce pads, 739 00:50:19,515 --> 00:50:23,575 the alien bounce pads in the, in the real world. And because, 740 00:50:23,576 --> 00:50:26,935 story wise, like, okay, you're getting closer to hitting the alien world. 741 00:50:27,185 --> 00:50:31,825 So I was, well, let's get a little bit of alien world infection into the real world. 742 00:50:31,825 --> 00:50:36,725 So I had done it just as a visual thing. John Guthrie made it 10 times better. 743 00:50:36,945 --> 00:50:39,565 And that's actually where he found the photo of my daughter. 744 00:50:39,565 --> 00:50:41,965 'Cause I didn't put my daughter in Gordon's locker. 745 00:50:42,445 --> 00:50:49,045 I hid her in like this destroyed office someplace, as a little Easter egg for myself. And they, 746 00:50:49,105 --> 00:50:55,045 and John went and put my daughter's photo in Gordon's locker, which I think was a good decision. 747 00:51:05,045 --> 00:51:09,245 - I still get questions about stuff that I spent five minutes on 25 years ago 748 00:51:09,835 --> 00:51:14,005 from people who've now thought about this for 25 years. And they're thinking that 749 00:51:14,006 --> 00:51:18,285 there's 25 years worth of development went into this. I'm like, on some level, 750 00:51:18,445 --> 00:51:21,405 when you start talking about lore, I'm like, well there's Black Mesa. 751 00:51:21,755 --> 00:51:25,605 That was just a matter of we needed a name for something that was evocative. 752 00:51:26,225 --> 00:51:29,924 - In that entrance when you get off the train and there's that lobby where there's 753 00:51:29,926 --> 00:51:33,444 a big map on it. And when we were making that map, that was fairly early on, 754 00:51:33,805 --> 00:51:38,484 I put a dot in New Mexico and then that turned into, I think Marc saw that. 755 00:51:38,685 --> 00:51:42,924 He was like, oh, where is that? This is where we are. And then he named it Black Mesa. 756 00:51:43,100 --> 00:51:45,000 - That is a favorite thing of mine actually. 757 00:51:45,006 --> 00:51:48,285 If you come up with a name for something then, and it evokes something, 758 00:51:48,286 --> 00:51:50,125 then you don't have to write the whole story. 759 00:51:50,525 --> 00:51:54,725 'Cause it's a conspiracy plot. Everybody knows more about it than you do. 760 00:51:54,864 --> 00:51:58,085 So you don't have to do, you don't have to answer those questions. 761 00:51:58,085 --> 00:52:01,125 You just keep raising questions and make the mystery kind of thing. 762 00:52:01,235 --> 00:52:02,808 - Like dialogue came in later. 763 00:52:02,808 --> 00:52:07,325 Also, a lot of the scripted sequences came in later, and those helped to kind of 764 00:52:07,395 --> 00:52:10,725 sharpen the storytelling aspect of it. Because I mean, 765 00:52:10,726 --> 00:52:13,725 setting expectations to get up to the surface and then like, oh no, 766 00:52:13,726 --> 00:52:15,245 they're not here to help us. 767 00:52:15,245 --> 00:52:17,526 - The whole thing about diegetic writing, right? 768 00:52:17,526 --> 00:52:21,444 Like keeping the exposition in the game instead of outside the game, you know, 769 00:52:21,594 --> 00:52:23,045 give a lot of credit to Marc. 770 00:52:23,605 --> 00:52:30,385 - After playtests, we'd realize that maybe you need more of a dialogue cue about something. 771 00:52:30,385 --> 00:52:34,205 - That's when we started to have, do like scientists who were literally pop up in a 772 00:52:34,206 --> 00:52:38,805 corner and go, go that way. There's a few of those that we stuck in right at the end when we'd like, 773 00:52:39,155 --> 00:52:45,045 well we get one more session with Hal. He can say, go down here, you know, go around that corner. 774 00:52:45,995 --> 00:52:47,364 - Well, so much for the government. 775 00:52:47,575 --> 00:52:50,843 Their idea of containment is to kill everyone associated with the protest. 776 00:52:51,315 --> 00:52:54,364 Judging from your hazard suit, I'd say you were part of what went wrong. 777 00:52:54,725 --> 00:52:59,725 - I knew Hal from San Francisco as an artist cartoonist. 778 00:52:59,825 --> 00:53:04,904 He was also an animator and an actor in some science fiction movies. 779 00:53:04,905 --> 00:53:08,844 So when we got down to the wire, we did a bunch of voice casting, and nothing was right. 780 00:53:08,845 --> 00:53:12,285 And I just kept thinking of Hal, and I finally just called him and said, Hal, 781 00:53:12,285 --> 00:53:15,444 I want you to at least talk to people here so they can hear your voice. 782 00:53:16,025 --> 00:53:19,485 And I got him on a speaker phone, and I had a bunch of people gathered in my office. 783 00:53:20,065 --> 00:53:22,565 And I'm like, okay, Hal, everybody's here. And he's like, well, 784 00:53:22,875 --> 00:53:25,765 what would you like me to say? And everybody was like, this is him. 785 00:53:25,915 --> 00:53:26,748 This is the guy. 786 00:53:27,425 --> 00:53:30,445 - Why do we all have to wear these ridiculous ties? 787 00:53:31,075 --> 00:53:33,725 - Another interesting voice thing was the G-Man. 788 00:53:33,905 --> 00:53:37,566 So we liked Mike Shapiro's work, so we knew we wanted to use him, 789 00:53:37,566 --> 00:53:41,084 but we brought him in to do Barney and also the G-Man. 790 00:53:41,505 --> 00:53:46,545 So we did a take on all the G-Man lines with kind of a straight voice. 791 00:53:46,545 --> 00:53:48,765 And it was thinking that, okay, we have something safe, 792 00:53:48,825 --> 00:53:52,004 but we're not super excited about it. And give us something else. 793 00:53:52,225 --> 00:53:55,344 And he does does this crazy lizard voice. 794 00:53:55,344 --> 00:54:00,085 - The border world Xen is in our control for the time being. 795 00:54:00,585 --> 00:54:05,565 Thanks to you. Quite a nasty piece of work you managed over there. 796 00:54:05,565 --> 00:54:07,285 I am impressed. 797 00:54:08,145 --> 00:54:11,985 - And we took it back and everybody just loved the crazy lizard voice. 798 00:54:11,985 --> 00:54:14,525 And so that's how it worked out. 799 00:54:14,825 --> 00:54:16,125 - Did you do the Nihilanth? 800 00:54:16,125 --> 00:54:16,965 - I did. 801 00:54:17,425 --> 00:54:23,005 Ladies and gentlemen, the Nihilanth. Just imagine his head floating in space as a baby. 802 00:54:35,245 --> 00:54:43,245 I went into Gabe's office and I demanded Gabe to either fire Ken or I quit. And Gabe just laughed at me. 803 00:54:43,805 --> 00:54:46,344 - [LAUGHING] Correct response from Gabe. 804 00:54:46,344 --> 00:54:47,802 - Yeah. I was like, argh. 805 00:54:47,802 --> 00:54:54,885 - Until Bill got there, I was the oldest guy there. It was hard because I had to go home in the evenings, 806 00:54:55,285 --> 00:54:59,765 whereas the kids who had just, the young guys who just moved out from Florida or 807 00:54:59,965 --> 00:55:02,685 wherever, they did not have to go home in the evenings. I'd go home, 808 00:55:03,065 --> 00:55:04,605 see my kids when they were in bed. 809 00:55:05,445 --> 00:55:09,125 I would come back down the hill to Valve. Nobody else I worked with had to get up 810 00:55:09,126 --> 00:55:11,885 to get their kids off to school in the morning. But I did. 811 00:55:12,065 --> 00:55:15,045 - You're wired to just take full advantage of the situation. You're like, 812 00:55:15,046 --> 00:55:18,685 you put everything into it. So when we say we worked 18 hour days, 813 00:55:18,686 --> 00:55:19,893 that's no exaggeration. 814 00:55:19,893 --> 00:55:20,251 - Yeah. 815 00:55:20,251 --> 00:55:22,325 - Not at, not at all. I can edit all day. 816 00:55:22,445 --> 00:55:25,805 I can make, I can design all day. I don't have to worry about anything. 817 00:55:26,185 --> 00:55:28,486 You know, two guys from Microsoft start a game studio with, 818 00:55:28,486 --> 00:55:32,086 with a bunch of incredibly capable, you know, with an incredible team. 819 00:55:32,086 --> 00:55:35,125 You're gonna, you're gonna push yourself harder than ever before. 820 00:55:36,005 --> 00:55:40,605 - I don't usually crunch real hard. I get it done in like, 821 00:55:40,685 --> 00:55:45,245 I come in, I work, I go home. And a lot of people were living like, you know, 822 00:55:45,265 --> 00:55:49,620 really long hours, you know, the classic, we'll all come in at 1:00, 823 00:55:49,620 --> 00:55:55,382 and then goof around for a while and then work late into the morn, you know, late at night. 824 00:55:55,382 --> 00:55:56,765 I was employee 17. 825 00:55:57,135 --> 00:56:01,844 there was a, a woman that was the kind of the office manager and eventually, 826 00:56:02,405 --> 00:56:09,205 Mona Lisa Guthrie came in as the, at the desk. I was the only woman on the team. 827 00:56:09,205 --> 00:56:11,200 [SIGH] 828 00:56:11,205 --> 00:56:12,038 That was not awesome. 829 00:56:12,725 --> 00:56:17,565 - I decided to become a baseball fan here after the birth of my first 830 00:56:17,805 --> 00:56:22,805 daughter. So she's the one in Gordon's locker, Isabel. But she was, 831 00:56:23,085 --> 00:56:26,045 she's very special needs. 832 00:56:26,895 --> 00:56:31,884 She's 25 today. You know, cognitively, she's about three years old. 833 00:56:35,045 --> 00:56:39,465 So after her birth in the middle of Half-Life production, it was, 834 00:56:40,145 --> 00:56:43,344 it was really hard. It was really hard. 835 00:56:43,665 --> 00:56:46,825 'Cause we were getting about two hours of sleep at a stretch. 836 00:56:46,825 --> 00:56:51,464 'Cause she had to be fed through a tube in her stomach every two hours. I had a, 837 00:56:52,295 --> 00:56:57,864 just a difficult time relating to the world when she was a baby. 838 00:56:57,864 --> 00:56:59,705 I had a hard time just talking to people. 839 00:56:59,705 --> 00:57:03,545 'Cause I was just kind of tired and angry all the time. Yeah. My wife, 840 00:57:03,805 --> 00:57:08,504 she worked at Valve for a while. She did a bunch of textures for the game. 841 00:57:08,535 --> 00:57:10,545 Like I said, she did those soda machines. 842 00:57:10,825 --> 00:57:15,305 She did just a bunch of level textures. She textured Big Mama, 843 00:57:15,905 --> 00:57:19,065 the sort of boss creature. She textured him. 844 00:57:20,055 --> 00:57:24,105 when Isabel arrived, she obviously had a lot of issues. 845 00:57:25,205 --> 00:57:31,065 So, yeah, had to stop working and stay with her at home. 846 00:57:31,605 --> 00:57:36,964 And it was the last year of Half-Life, and we'd pretty much crunched that whole year. 847 00:57:36,964 --> 00:57:42,735 So, I was at work a lot. It was, it was hard. It was definitely a hard year. 848 00:57:55,945 --> 00:58:01,353 - Games have often had this thing where they're just a little too attached to Star Wars, 849 00:58:01,353 --> 00:58:06,385 Blade Runner, Alien. So it wasn't that hard to try to get people to go, 850 00:58:06,385 --> 00:58:08,015 let's think of something really alien. 851 00:58:08,525 --> 00:58:12,975 Like what Xen was initially was you're gonna go inside a huge alien organism and 852 00:58:13,485 --> 00:58:16,775 kill it or figure out how to turn it on or off, or something like that. 853 00:58:17,215 --> 00:58:19,895 I didn't know you, we couldn't actually do that. Or what was involved. 854 00:58:20,485 --> 00:58:25,415 - What does it mean to have alien architecture or a planet that's biologically 855 00:58:26,415 --> 00:58:29,975 defining the structures in it as opposed to what the tools we're good at, 856 00:58:29,976 --> 00:58:31,655 which is making rectangles. 857 00:58:32,075 --> 00:58:36,895 - And then slowly it scaled back till it was more and more corridors, 858 00:58:36,955 --> 00:58:38,575 and that everybody was really good at. 859 00:58:38,795 --> 00:58:42,335 - People were finishing up stuff, and I was still working on Xen because it was like, 860 00:58:42,336 --> 00:58:46,174 it went through a lot of iteration or at least, we're trying to figure out what it was. 861 00:58:46,605 --> 00:58:49,201 Different people were taking swings at it, either static concepts... 862 00:58:49,201 --> 00:58:51,775 - Weren't you in a bit of a timeline crunch for it as well? 863 00:58:52,005 --> 00:58:53,338 - Yeah. It was the end of the game. 864 00:58:53,338 --> 00:58:53,535 - Yeah. 865 00:58:53,735 --> 00:58:56,655 - I wanted to cut stuff out and they're like, no leave it in. And I'm like, yeah, 866 00:58:56,655 --> 00:58:59,581 but I don't have any, I don't, there's nothing, I don't have any support for this. 867 00:58:59,581 --> 00:59:00,175 - Right. 868 00:59:00,195 --> 00:59:02,415 - And then after a lot of it was built, it was like, oh yeah, 869 00:59:02,416 --> 00:59:04,815 we're gonna change the gravity and give you a jump pack. 870 00:59:04,845 --> 00:59:06,066 That came later [LAUGHING] 871 00:59:06,066 --> 00:59:06,935 And I was like, ah. 872 00:59:07,525 --> 00:59:10,935 - There's a lot of stuff, especially in Xen where you know, 873 00:59:10,936 --> 00:59:14,415 that you're getting close to a first draft of some things, right? 874 00:59:14,415 --> 00:59:17,695 'Cause we just didn't have time and we got to the end of the game. 875 00:59:17,795 --> 00:59:24,125 And so we considered not going to Xen, but the art concepts people did were so cool. 876 00:59:24,385 --> 00:59:30,365 - For the Xen textures, I was deeply inspired by electron microscope imagery, 877 00:59:30,505 --> 00:59:35,445 and we'd had so much of that regular structural texture material that 878 00:59:35,446 --> 00:59:38,485 I wanted to do something more organic. Insects as well. 879 00:59:38,485 --> 00:59:42,125 I think there's a lot of textures that were based on beetles. It was, 880 00:59:42,365 --> 00:59:46,765 that was really fun, and incredibly challenging levels to make. 'cause the, 881 00:59:47,365 --> 00:59:50,964 that editor was not friendly for organic shapes. 882 00:59:51,405 --> 00:59:55,845 I built the little behaviors for the tree that hits you if you get too close. And the one, 883 00:59:55,905 --> 01:00:00,805 the light stalk that kind of hides. But Ken did a bunch of AIs there. 884 01:00:01,080 --> 01:00:03,400 The floating controller guys. 885 01:00:03,400 --> 01:00:04,366 - The flying guys were great, 886 01:00:04,366 --> 01:00:07,884 but you had to set up air nodes for them to travel properly. I prototyped a lot. 887 01:00:07,886 --> 01:00:12,445 And some of those prototypes were used in the final battle, I believe. 888 01:00:12,446 --> 01:00:14,565 And also for the Gonarch, which I think Randy did. 889 01:00:15,265 --> 01:00:19,484 - We at some point have to stop polishing. At some point we have to like, 890 01:00:19,486 --> 01:00:23,444 it is what it is. And if the player hasn't had fun up until that point, 891 01:00:23,475 --> 01:00:26,245 well then we failed. They're not gonna get to that point. So who cares? 892 01:00:26,685 --> 01:00:29,005 It just has to finish, and it did. 893 01:00:29,225 --> 01:00:31,205 - And there's always Half-Life 2 to win 'em back. 894 01:00:31,365 --> 01:00:34,404 - I love that sensation of being alone and inhaling dimension. 895 01:00:34,945 --> 01:00:39,885 But the experience that people really liked in the game was scientists pop 896 01:00:40,045 --> 01:00:43,325 up, and Barney pops up, and you have companions and you have this feeling of 897 01:00:43,875 --> 01:00:46,725 companionship around you with all the other stuff that's going on. 898 01:00:47,025 --> 01:00:49,625 So a lot of people missed that, which I understood. 899 01:00:49,625 --> 01:00:52,925 And I think if we had thought about the ending from the beginning, 900 01:00:53,025 --> 01:00:56,245 we would've figured out some ways to do that a little more. 901 01:01:15,685 --> 01:01:21,445 - I remember coming back from downtown Cabo very drunk and then running to the 902 01:01:21,446 --> 01:01:24,205 beach, but didn't know there was like a six foot retaining wall there. 903 01:01:24,305 --> 01:01:28,125 So I just went right over, and then I was hurting so much. 904 01:01:28,285 --> 01:01:32,365 I slept the night where I fell. Yeah. I woke up the next morning. 905 01:01:32,365 --> 01:01:33,705 - I had never heard that story. 906 01:01:33,705 --> 01:01:34,881 - With like a really stiff neck. 907 01:01:34,881 --> 01:01:36,759 Oh my God. It's a good thing you were pretty young. 908 01:01:37,565 --> 01:01:41,805 - I remember after we'd gone final on the game, 909 01:01:42,725 --> 01:01:47,125 I was home one morning taking a shower, and my wife asked me, 910 01:01:47,225 --> 01:01:51,845 It's done. Is it any good? Is the game any fun? I go, 911 01:01:52,325 --> 01:01:54,325 I don't know. Like, I hope so. 912 01:01:55,645 --> 01:01:59,884 - I don't think it's exaggerating by saying if any one of the crew had 913 01:01:59,886 --> 01:02:02,725 disappeared for a month, we wouldn't have shipped. 914 01:02:04,005 --> 01:02:08,005 It didn't matter who they were. You know, everybody was, was mission critical. 915 01:02:08,985 --> 01:02:13,402 - My inspiration from Valve, what I really took away with me, was that the thing 916 01:02:13,402 --> 01:02:17,905 that is most important to me is what are we making. Coming in as a texture artist, 917 01:02:17,905 --> 01:02:20,965 you don't have a lot of expectation that you're gonna get to influence that. 918 01:02:21,225 --> 01:02:25,525 And I was able to have quite a bit of influence on, on the what. 919 01:02:26,185 --> 01:02:29,085 - It was so fun to work with the people who were making Half-Life. 920 01:02:29,705 --> 01:02:31,725 The collection of people were diverse, 921 01:02:31,865 --> 01:02:35,685 at least like in their professional backgrounds, was kind of all over the place. 922 01:02:36,305 --> 01:02:39,484 And so figuring out how to work with all those people. 923 01:02:39,585 --> 01:02:44,525 But also just the fact that we had hired really stellar people who were good 924 01:02:44,526 --> 01:02:47,740 at collaborating, like the conscientious people, 925 01:02:47,740 --> 01:02:50,964 deeply passionate about what they wanted to create. 926 01:02:51,475 --> 01:02:55,705 That just was a recipe for a professionally, like, really good time. 927 01:02:55,705 --> 01:03:00,444 - It seems to me that one of the things that good games 928 01:03:00,665 --> 01:03:05,404 do is make two games worth of stuff and then throw away the bad game. 929 01:03:05,945 --> 01:03:08,925 And fortunately Valve was able to do that, 930 01:03:08,965 --> 01:03:13,845 A lot of companies couldn't do that. But backstopped by Gabe and Mike, 931 01:03:14,305 --> 01:03:16,085 Valve could afford to do that. 932 01:03:16,685 --> 01:03:19,685 - I always have absolutely nothing interesting to say when people say, 933 01:03:19,686 --> 01:03:23,765 would you reflect on your legacy? Like, I really don't look back a whole lot. 934 01:03:24,065 --> 01:03:28,405 I'm always excited by the future, right? So to me it's like, 935 01:03:28,406 --> 01:03:29,865 I can look back at the things that we did, 936 01:03:29,865 --> 01:03:34,604 but to me they're just sort of like the stepping stones to what we're gonna 937 01:03:34,606 --> 01:03:38,405 be able to do in the future. That's just how I'm, that's just how I'm wired. 938 01:03:39,900 --> 01:03:42,360 [ELECTRONIC MUSIC PLAYING] 939 01:03:45,780 --> 01:03:47,420 [GUNSHOTS] 940 01:04:25,860 --> 01:04:26,960 Oh no. 97224

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