VALVE_HalfLife
Marketing render for HL using in game assets and 3DS Max

Marketing render for HL using in game assets and 3DS Max

Zombie Headcrab Creature. Marketing render. My co worker Ted Backman created the Headcrab, I made him into a zombie.

Zombie Headcrab Creature. Marketing render. My co worker Ted Backman created the Headcrab, I made him into a zombie.

The Snark grenade! This is an ingame shot. I did everything for this, design, concept, modeling, rigging and animation.

The Snark grenade! This is an ingame shot. I did everything for this, design, concept, modeling, rigging and animation.

Giant Tentacle. Marketing render. This was used for one of the ingame scripted sequences.

Giant Tentacle. Marketing render. This was used for one of the ingame scripted sequences.

Here is the scripted sequence for the Tentacle/Scientist Attack witnessed through a damaged door. It was triggered in the corridor and began before the character arrived. I was responsible for all the planning and animation.

Here is the scripted sequence for the Tentacle/Scientist Attack witnessed through a damaged door. It was triggered in the corridor and began before the character arrived. I was responsible for all the planning and animation.

Test animation for tentacle

Test animation for tentacle

One of the Alien Warrior characters. Marketing render.  We only had a few hundred polys to work with so things were very boxy.

One of the Alien Warrior characters. Marketing render. We only had a few hundred polys to work with so things were very boxy.

Concept for Alien Warrior

Concept for Alien Warrior

Vortigaunt character or alien slave. Marketing render.

Vortigaunt character or alien slave. Marketing render.

These were controlling aliens that floated in game. At the time, doing 3D AI was out of our timeline, so their behavior was very basic. Marketing render.

These were controlling aliens that floated in game. At the time, doing 3D AI was out of our timeline, so their behavior was very basic. Marketing render.

Panther eye was an early development character. He was pulled because we had feet sliding issues with quadrupeds in game. Marketing render.

Panther eye was an early development character. He was pulled because we had feet sliding issues with quadrupeds in game. Marketing render.

Concept for Panther Eye

Concept for Panther Eye

This character never made it game. It was meant to be an archer fish type creature. Marketing render.

This character never made it game. It was meant to be an archer fish type creature. Marketing render.

Another character that was cut from the game, the Stukabat, Marketing render.

Another character that was cut from the game, the Stukabat, Marketing render.

Stukabat cycling through it's animations.

Stukabat cycling through it's animations.

Chub Toad VModel. The Chub toad was supposed to be a gameplay style character. You could let these go to distract monsters. Due to time constraints it got cut.

Chub Toad VModel. The Chub toad was supposed to be a gameplay style character. You could let these go to distract monsters. Due to time constraints it got cut.

Chub Toad Character animation cycle

Chub Toad Character animation cycle

Hornet Gun did make it into the game. It was fun in HL Deathmatch, but a little overpowered. You could hide and launch these from saftey and they would home in on an enemy.

Hornet Gun did make it into the game. It was fun in HL Deathmatch, but a little overpowered. You could hide and launch these from saftey and they would home in on an enemy.

I had the privilege to work at Valve in the studio's early days, during the dawn of first person shooters. The Internet was nothing like it is today. We were on our own on how to make things work. This art work is extremely primitive by today's standards. We had to fit an ENTIRE character with a limited 256 palette onto one 320 x 200 using software called Deluxe Paint. Wacom tablets were just becoming available, most of the time you painted with a mouse. People got to the Web through services like Compuserve and AOL.
Being such a small team, we often had to do many roles. I was able to design, concept, build, rig and animate most of my characters. I was responsible for half the characters and environment props. I created and animated the scientists & aliens and got to work with early versions of scripted sequences. It's been amazing watching the game grow to be what it is. It is one of my fondest memories of development.