https://t.co/vrJzoupMBx
Like any good developer I spend more time futzing with my dev setup than doing work, and window management is a key time waster. Too bad then that AeroSpace came along and finally fixed my setup... Maybe it's back to VIM fiddling again.
Here is the PAX AUS 2024 Panel I did with @weier_josh for those that couldn't attend. We talk about his work on Half-Life 2 & Portal 2, the early days of Steam, the Source Engine, the culture of Valve and more...
WATCH HERE➡️ https://t.co/gt36VPZNpr
In my tired state I forgot to say a big thanks to @kiwitalkz for hosting the event and setting it all up! Definitely check out his other podcasts for even more stories from developers.
Thanks to everyone that showed up to #PAXAus today for my talk! It was incredible to see so many fans of previous work and I loved all the stories you shared with me.
I am happy to announce that I am returning to @PAXAus to host a special panel with @weier_josh to talk about his days at Valve, from his Half-Life 2 days to leading development on Portal 2, he has got some cool and funny stories.
Hope to see you there!!!
#valve
F/Stop was awesome--it should have been its own product. But it wasn't "The Company" that made us change direction, we did that ourselves and used playtesting to be the impartial judge to make that shift a positive one that imparted momentum for what became Portal 2.
Use it wisely though! When we came up against issues we tried very hard to always fix them with as minimal and light a solution as we could, and kept inching forward until the problem was resolved--or scrapped it and went back to the drawing board.
@ZoidCTF@geoffkeighley@HIDEO_KOJIMA_EN Karen playtesting L4D2 was a highlight for me. It was as if Red Fraggle was trying to escape the hordes of undead.