Valve Publications


Valve engineers and artists regularly contribute to industry and academic conferences, covering topics from the high level goals of our cabal development process to the inner workings of cutting-edge rendering algorithms.

All linked papers and slides below are in Adobe Acrobat format.

2009


Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford. Slides
Michael Booth, "Replayable Cooperative Game Design: Left 4 Dead," Game Developer's Conference, March 2009. Slides
Mike Ambinder, "Valve's Approach to Playtesting: The Application of Empiricism," Game Developer's Conference, March 2009. Slides

2008


Jason Mitchell, "Connecting Visuals to Gameplay at Valve," Montreal International Game Summit, 18 November 2008. Slides
Moby Francke and Randy Lundeen, "How Valve Connects Art Direction to Gameplay," Microsoft GameFest, July 2008. Slides
Kim Swift and Erik Wolpaw, "Integrating Narrative and Design: A Portal Post-Mortem," Game Developer's Conference, February 2008. Slides
Jason Mitchell, "Stylization With a Purpose: The Illustrative World of Team Fortress 2," Game Developer's Conference, February 2008. Slides
Elan Ruskin, "How To Go From PC to Cross Platform Development Without Killing Your Studio," Game Developer's Conference, February 2008. Slides
Alex Vlachos, "Post Processing in The Orange Box," Game Developer's Conference, February 2008. Slides

2007


Jason Mitchell, Moby Francke and Dhabih Eng, "Illustrative Rendering in Team Fortress 2," International Symposium on Non-Photorealistic Animation and Rendering, 2007. Paper Movie Slides
Chris Green, "Improved Alpha-Tested Magnification for Vector Textures and Special Effects," SIGGRAPH Course on Advanced Real-Time Rendering in 3D Graphics and Games, 2007. Notes
Chris Green, "Efficient Self-Shadowed Radiosity Normal Mapping," SIGGRAPH Course on Advanced Real-Time Rendering in 3D Graphics and Games, 2007. Notes
Tom Leonard, "Dragged Kicking and Screaming: Source Multicore," Game Developer's Conference, March 2007. Slides

2006


Jason Mitchell, Gary McTaggart and Chris Green,"Shading in Valve’s Source Engine," SIGGRAPH Course on Advanced Real-Time Rendering in 3D Graphics and Games, 2006. Notes Slides
Gary McTaggart, "HDR in Valve’s Source Engine," SIGGRAPH Course on High-Dynamic-Range Imaging: Theory and Applications, 2006. Slides
David Speyrer and Brian Jacobson, "Valve’s Design Process for Creating Half-Life 2" Game Developer's Conference, March 2006. Slides
Jay Stelly "Physical Gameplay in Half-Life 2," Game Developer's Conference, March 2006. Slides

2005


Brian Jacobson, "Sound Practices of Games Business and Design," Australian Game Developer's Conference, 2005. Slides

2004


Gary McTaggart, "Half-Life 2 / Valve Source Shading," Direct3D Tutorial Day, Game Developer's Conference, March 2004. Slides

1999


Ken Birdwell, "The Cabal: Valve’s Design Process For Creating Half-Life," Game Developer Magazine, Dec 1999.