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Half-Life turns 25 years previous tomorrow, with new maps and updates to have a good time. Valve additionally reunited the sport’s authentic builders for an hour-long making-of documentary by which its authentic programmers and artists reminisce about creating the first-person basic at a time when a lot of them had by no means shipped a sport earlier than.

Chief among the many revelations inside is that every one of Half-Life’s textures had been created by a single individual, Karen Laur.

Here is the documentary, produced in partnership with Danny O’Dwyer’s Secret Tape:


Half-Life: twenty fifth Anniversary Documentary

In fact, ’90s video games had been made by a lot smaller groups than people who construct video video games immediately, even first-person shooters. But Valve had a number of programmers, a number of stage designers, a number of character artists. I due to this fact assumed that its textures would likewise have been created by a number of completely different artists. Not so.

One factor the documentary makes clear is that Valve did not have a cohesive plan for what Half-Life needs to be – together with the place its ranges ought to happen. Totally different folks on the workforce initially labored independently, and later started-over to attempt to flip it into one thing cohesive. Because of this, Laur as texture artist had numerous affect over what Black Mesa grew to become.

“Initially I had a bunch of textures, after which everytime I made new ones, whoever was engaged on the brand new ranges could be like, ‘Oh contemporary textures, I am gonna use these!’,” says Laur. “Someone making one other stage would begin utilizing them [as well] and I used to be like no, that is chaos, we have to prohibit this, so I began naming the feel units by the extent that they had been made for. I used to be attempting to implement some visible cohesion, and that actually ended up working.”

“I grew up simply out D.C., and so there’s all these huge, actually banal workplace buildings, and that is type of the path I went,” says Laur. “It began changing into a facility. So I began making these linoleum tiles, the drop ceiling, the concrete block wall, the black and white tile flooring.”

“It is simply an amazing quantity of labor”, says Marc Laidlaw, Half-Life’s author, of Laur’s solo efforts.

A part of my assumption that the textures had been created by a bunch was pushed by how diverse Half-Life’s textures are, and the way important. After I first performed Half-Life as a 14-year-old, the Black Mesa Analysis Facility felt like an actual place to me in a manner that different video games with sensible settings from the period, comparable to Sin and Kingpin: Life Of Crime, by no means did. The geometry of the underlying structure principally consisted of low-poly bins by technological necessity, however textures made every space appear solely distinct.

“Initially I used to be hand-painting the entire textures, and you may actually see a shift in a few of them the place they go from hand-painted to photograph reference,” says Laur. “The photograph references are a lot a lot better. So I used to be throughout Seattle – Harbor Island, Gasworks park – getting rusty metallic issues. What can I get good photos of that’s vaguely industrial and attention-grabbing to have a look at after which how can we use this?”

I additionally suppose the textures deserve numerous credit score for the mapping and modding scene that grew round Half-Life within the years after its launch. Utilizing the textures for Quake or its sequel, all you can ever actually create was extra Quake. Half-Life’s actual world textures had been malleable sufficient that you can apply them somewhat in a different way, possibly add only a few of your individual, and instantly have a setting solely separate from Black Mesa. That is the way you get from Half-Life’s singleplayer ranges to early Counter-Strike maps like Assault, Siege, and Prodigy, all of which relied on Half-Life’s textures.

The textures aren’t the one a part of Half-Life created by a single individual. The entire sounds and music had been created alone by Kelly Bailey, who additionally labored on stage design. Half-Life’s sound results have change into not less than as iconic as its textures, and lots of have survived unchanged into sequels and different Supply engine video games. I admit that my love of its textures runs deeper, although. I spent a few years as a youngster tinkering within the stage editor Worldcraft and have become intimately accustomed to Half-Life’s texture WADs because of this. A number of many years from now, once I’m discovered useless, the previous photograph clutched in my hand will not be of a misplaced teenage love, it’s going to be a printout of C3A1_W5D.


C3A1_W5A, a texture from Half-Life.
The snowglobe tumbles from my hand and with my final breath I whisper… “C3A1 underscore W5D.” | Picture credit score: Valve Software program

Except for discussing her work as a texture artist, Laur does additionally contact on one other topic close to the top of the documentary. “I used to be worker seventeen. There was a lady that was type of the workplace supervisor, and ultimately Lisa Guthrie got here in on the desk. I used to be the one girl on the workforce,” says Laur, earlier than sighing. “That was not superior.”

Sadly Laur would not get an opportunity to elaborate, however the documentary is value watching all through. I’ve hoovered-up dozens, most likely lots of of interviews in regards to the making of Half-Life through the years, in addition to listening to developer commentary and studying Elevating The Bar and so forth. I used to be due to this fact already accustomed to a lot of the story the documentary has to inform, nevertheless it was nonetheless good to see its builders reminisce all these years later.



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