|
Member
(04-21-2012, 09:29 AM)
|
#53
imgur mirror
http://imgur.com/a/nSCUl |
|
Member
(04-21-2012, 09:34 AM)
|
#54
Very much a nod to Disney's old one with the illustrations.
It's a lot easier than getting into other game developers. All you have to do is make and finish cool stuff with their tools. You don't even need to spend $100k on a fancy degree! |
|
Licorice-flavoured booze?
(04-21-2012, 09:51 AM)
|
#55
That was a depressing read, I have to work in kitchen later on for minimum pay with a pot bellied man screaming at me to work faster :-(, sigh.
I wonder if this kind of working philosophy would work for all companies/business, even in my crappy work environment people tend to work better when left to their own devices but the manager/boss just doesn't seem to like allowing people to do that, even though it often increases productivity, they seem addicted to this militant hierarchy system.
Last edited by lowrider007; 04-21-2012 at 09:53 AM.
|
|
Member
(04-21-2012, 09:55 AM)
|
#56
It's why Valve stresses how important hiring is. |
|
Member
(04-21-2012, 09:55 AM)
|
#57
|
|
(04-21-2012, 09:58 AM)
|
#58
Amazing read.
Cue That User saying every company should be like Valve.
Last edited by HP_Wuvcraft; 04-21-2012 at 10:03 AM.
|
|
Junior Member
(04-21-2012, 10:11 AM)
|
#59
Looks pretty snazzy too.
![]() Source to all this: www.flamehaus.com (of HL2world fame/infamy) [EDIT] Here's the original posting of this stuff. http://www.flamehaus.com/bbs/viewtop...37282#p3637282
Last edited by spuit*11; 04-21-2012 at 10:14 AM.
|
|
(04-21-2012, 10:21 AM)
|
#62
One day.
|
|
Member
(04-21-2012, 10:27 AM)
|
#63
|
|
(04-21-2012, 10:40 AM)
|
#66
The Australia entry in the glossary is outstanding.
|
|
Second-hand Citizen
(04-21-2012, 11:01 AM)
|
#71
|
|
Member
(04-21-2012, 11:06 AM)
|
#72
Good thing I don't play LoL. Teasing HL3 as usual, nothing to see here.
Last edited by Drencrom; 04-21-2012 at 11:08 AM.
|
|
(04-21-2012, 11:48 AM)
|
#75
That's kind of incredible, actually.
And pretty scary. |
|
(04-21-2012, 11:49 AM)
|
#76
despite the many disclaimers that they "hope this continues to work, even though it may not always work", and the extreme emphasis on hiring "t-shaped people" (that's a cool way of putting it, I've never heard that sort of person described like that) so that the system continues to function, it all seems too good to be true. That said, the frequency of their output over the last few years, be it Steam or video games, speaks for itself. It's remarkable.
Hiring the wrong sort of people into that system could be so damn destructive. |
|
Member
(04-21-2012, 11:56 AM)
|
#77
"E=Rez;37152347]despite the many disclaimers that they "hope this continues to work, even though it may not always work", and the extreme emphasis on hiring "t-shaped people" (that's a cool way of putting it, I've never heard that sort of person described like that) so that the system continues to function, it all seems too good to be true. That said, the frequency of their output over the last few years, be it Steam or video games, speaks for itself. It's remarkable.
Hiring the wrong sort of people into that system could be so damn destructive.[/QUOTE] They're probably just amazing at hiring the right people. |
|
(04-21-2012, 11:58 AM)
|
#78
It certainly seems like it.
|
|
Will Suck Cock While GDGF Watches
(04-21-2012, 12:02 PM)
|
#79
Their business culture probably makes for an entirely different philosophy when hiring someone. Less "does this person tick these boxes to fill these roles", and more about who the person is and what they enjoy. I figure a lot of Valve's staff are less so people who fit a particular mould and thus were hired because they sought out Valve, and instead people talented at their passion. The kind of people who aren't just making games to pay the bills, but because they really love making games. They'd do it in their own time if they weren't doing it at Valve.
So rather than hire them because they're "person who can do X for project Y", they're hired because they're talented, creative people in need of a 'studio' to express their craft. Valve gives them a canvas and tools and lets them paint. |
|
Member
(04-21-2012, 12:28 PM)
|
#82
I dunno. Valve sounds like a great company and all, but everything in that handbook sounds like a luxury afforded to them by taking a cut of the games made by people who worked under very, very different conditions.
I'm not saying there is anything wrong with selling other developer's games (I love the Steam platform and use it daily), but lets not kid ourselves - if 'Developer Valve' was separated from 'Publisher Valve' and all of their own games had to meet deadlines and recoup their development costs - that handbook wouldn't be half as interesting to read. So no, don't expect to see other developers emulate Valve by simply changing their hiring practices (unless of course they just so happen to have a highly successful digital distribution service funding them). |
|
Member
(04-21-2012, 12:37 PM)
|
#84
|
|
(04-21-2012, 12:48 PM)
|
#86
Impressive company.
|
|
Member
(04-21-2012, 12:49 PM)
|
#88
|
|
Member
(04-21-2012, 01:03 PM)
|
#91
About half-way through. Love the picture of the big car. Made me laugh the most so far.
|
|
Will Suck Cock While GDGF Watches
(04-21-2012, 01:08 PM)
|
#93
Even if they didn't have third party Steam sales to back them up, they've produced a tremendous quantity of well selling products. This is opposed to another independent developer that relies on outside funding to produce practically every game they make. Valve has always been one step ahead of their business: it started with internal funding, and that funding was instantly successful (and massively so). Every investment since, with the exception of maybe one or two titles, would have have turned huge profit. And if Steam was only distributing Valve games, they'd still be netting massive profit from that. If they didn't have the extra buffer of third party Steam sales they might have a smaller scope in terms of non-game related experiments. They might not have stuff like Steam Box in the works, or other far future projects. But their actual game development, and the philosophy they currently abide by, would probably be the same. Or, TLDR: end of the day money pays for games, and Valve hasn't had enough (any) financial failures to force them to overturn their business philosophy. |
|
Member
(04-21-2012, 01:13 PM)
|
#94
Based on their handbook, Valve seems like the type of company that many of us graduating from college would want to work at, but never get to or don't even get interviews because their standards are impossible to achieve. I knew people who landed jobs almost immediately with Valve-like companies while people like me couldn't even get an interview because 'you lack skills in this area,' or 'you don't have enough experience,' and 'you need to work on the direction for your career.' I graduated with a business degree, but do have a great amount of knowledge with computers (not enough to program as of yet).
At the same time, I'm not sure I would enjoy working at Valve for all their talk of being 'customer-centric,' when there's a big elephant in the room (new IPs, Half-Life sequels, focusing primarily on Steam, etc.). |
|
blow in her face and
she'll follow you anywhere (04-21-2012, 01:19 PM)
|
#96
|
|
Member
(04-21-2012, 01:19 PM)
|
#97
EDIT: Damn. |
|
Member
(04-21-2012, 01:27 PM)
|
#98
That manual was an absolute joy to read. I have to admit though it would scare the hell out of me to work at Valve, all that freedom. But then when you get to my age you are set in your ways.
The bit I really did love though was this bit :-
Originally Posted by Valve Handbook page 23:
|
|
Banned
(04-21-2012, 01:29 PM)
|
#99
|
|
Member
(04-21-2012, 01:33 PM)
|
#100
Man oh man oh man, I guess it's time to start working overtime at university. The Fishbowl glossary definition is hilarious.
Quote:
|