• PlzGivHugs@sh.itjust.works
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    3 days ago

    From what I understand, they’ve moved on from that structure. I believe that was one of the things talked about after the release of HL:A, with one of the employees saying that it was part of the reason the game actually got finished. That said, its been a while and even assuming I’m not misremembering information rarely leaves Valve, so I could be wrong.

    Edit: I’m wrong. See sp3ctr4l’s comment below.

    • sp3ctr4l@lemmy.dbzer0.com
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      3 days ago

      You appear to be wrong.

      (It’s ok I will still give you a hug tho)

      https://www.geekwire.com/2020/behind-scenes-half-life-alyx-valve-revived-classic-franchise-vr-era/

      GeekWire: So you’ve been working on this (HL Alyx) full-steam since 2016?

      Robin Walker: We started in February of 2016, I think, with a small team, and we brought out a small prototype. Then people started to play that, understood what we were trying to do afterward, and started joining up.

      We had 80 people on the team when we were about midway through. The exact size of the team I wouldn’t be able to tell you. The way things work at Valve, people organically join once they’ve finished up what they were doing before, and if what you’re doing makes sense to them.

      So it was always full steam ahead, I guess, but not in the sense that all 80 people were there from day one.

      Also I’m just gonna LOL at Valve making HL Alyx, basically the first ever AAA VR game, in 4 years, with a max team size of 80, compared to uh, Concord, Skull and Bones, Marathon, etc.

      Fucking lol.

      Literally almost all Valve has to do is nothing and just watch half of their competition implode around them due to their unimaginable stupidity.