I think not a lot of people realize how deeply and fundamentally different Valve is from other companies. It's extremely hard for a lot of people to wrap their heads around how employees can simultaneously be equal and have authority over each other.
This is great advice, Valve is definietly somewhere I would love to end up at some point, but you've helped me understand that working at valve itself isnt a goal but rather to make good games, I'm doing my final uni game right now and I know it wont come out as some AAA quality game, but itll help me on my journey to the future, thanks Chet.
This is some advice and insight that's really changing my way of thinking, right now-- I'm about to go back to school after several years' break, and a little experience on both an indie team & QA testing for Apex (rip EA Baton Rouge.) Putting a Studio/Tool into perspective as something entirely separate from an end goal in dev/art/etc is something I hadn't considered when I originally entered college, or now. But as I consider my options for majors-- art vs something like industrial maintenance or something-- I'm definitely going to keep this in mind and look at my options. I really appreciate you makign these videos and discussing your experience, because it really is eye-opening: especially with the reminders of how different both companies and hiring processes are nowadays, from back when you originally worked at Valve.
Some part of me wants to work at Valve for the prestige and learning experience of how Valve operates, like for example their desk with wheels to go to other stations and such, the great amount of accommodations like the valve snack bar, exercise room and massage rooms, these all seem to work with Gabe's opinion on how to attract the best of the world in game development. So when you work at Valve, you know you're at the best company you think you can be at, but that depends on whether you're a leader or a follower, you do also get to work on your favourite games and meet your heroes ( but remember that someone once said, never meet your heroes ), alongside looking at how Valve did it, how did they make such great quality of fun?
This really makes me rethink my approach to getting back into the games industry. I’ve been focusing on where my dream jobs are-Valve, id Software, Unknown Worlds-when I should be asking: What kind of games do I want to work on? What kind of levels do I want to create? I love making immersive, atmospheric levels, so that’s where I should focus. The real question is, where and who will allow me to do that?
my love for tf2 is so big, and i know im never gonna code or do anything with game development. but like another person said in the comments, it inspired me. but lets get real for a second, at this point becuase i know i wont get a job there ive jsut been dreaming of a tour of their offices for a long while. and dont we all. rest in peace my dreams
Does Valve still hire people who make mods for their games? A small part of me was hoping I could get their attention with an HLA mod I’m working on if I made it good enough.
man i love it, my friends have low end hardware and we had so much fun in the co-op campaigns. The fact you are still supporting it, I just wanna say thanks!!!@@BenLubar
At one point I REALLY wanted to get a job at one specific studio because they were making a game I always wanted to exist and be a part of. Why not make it myself? Because the scope is too big, and having that big scope is the core appeal. I guess the only way forward here is to just let the goal of working on that type of games go.
I think for a lot of people it‘s also a desire to work on the franchises that inspired them.
I think not a lot of people realize how deeply and fundamentally different Valve is from other companies. It's extremely hard for a lot of people to wrap their heads around how employees can simultaneously be equal and have authority over each other.
This is great advice, Valve is definietly somewhere I would love to end up at some point, but you've helped me understand that working at valve itself isnt a goal but rather to make good games, I'm doing my final uni game right now and I know it wont come out as some AAA quality game, but itll help me on my journey to the future, thanks Chet.
This is some advice and insight that's really changing my way of thinking, right now-- I'm about to go back to school after several years' break, and a little experience on both an indie team & QA testing for Apex (rip EA Baton Rouge.)
Putting a Studio/Tool into perspective as something entirely separate from an end goal in dev/art/etc is something I hadn't considered when I originally entered college, or now. But as I consider my options for majors-- art vs something like industrial maintenance or something-- I'm definitely going to keep this in mind and look at my options. I really appreciate you makign these videos and discussing your experience, because it really is eye-opening: especially with the reminders of how different both companies and hiring processes are nowadays, from back when you originally worked at Valve.
blizzard is definitely known for a lot of other things
Some part of me wants to work at Valve for the prestige and learning experience of how Valve operates, like for example their desk with wheels to go to other stations and such, the great amount of accommodations like the valve snack bar, exercise room and massage rooms, these all seem to work with Gabe's opinion on how to attract the best of the world in game development.
So when you work at Valve, you know you're at the best company you think you can be at, but that depends on whether you're a leader or a follower, you do also get to work on your favourite games and meet your heroes ( but remember that someone once said, never meet your heroes ), alongside looking at how Valve did it, how did they make such great quality of fun?
This really makes me rethink my approach to getting back into the games industry. I’ve been focusing on where my dream jobs are-Valve, id Software, Unknown Worlds-when I should be asking: What kind of games do I want to work on? What kind of levels do I want to create? I love making immersive, atmospheric levels, so that’s where I should focus. The real question is, where and who will allow me to do that?
I'm ready to be a janitor
I hope you get to your goal
Uh... I worked there 12 years...
We wish you the best on your journey to valve@@chetfaliszek
I hope you watch the whole video some day...
@@chetfaliszek
So nice to see young developers with a goal in mind, I hope you will some day be able to get hired at Valve.
my love for tf2 is so big, and i know im never gonna code or do anything with game development. but like another person said in the comments, it inspired me. but lets get real for a second, at this point becuase i know i wont get a job there ive jsut been dreaming of a tour of their offices for a long while. and dont we all. rest in peace my dreams
Does Valve still hire people who make mods for their games? A small part of me was hoping I could get their attention with an HLA mod I’m working on if I made it good enough.
It's def a way to get noticed.
Yes they literally hired someone who made a HLA mod recently lol
@@chocolate_maned_wolf oh cool, who’d they hire?
@@chetfaliszek hasn't worked for me in the decade and a half I've been working on Alien Swarm: Reactive Drop but I'm still hopeful
man i love it, my friends have low end hardware and we had so much fun in the co-op campaigns. The fact you are still supporting it, I just wanna say thanks!!!@@BenLubar
At one point I REALLY wanted to get a job at one specific studio because they were making a game I always wanted to exist and be a part of.
Why not make it myself? Because the scope is too big, and having that big scope is the core appeal.
I guess the only way forward here is to just let the goal of working on that type of games go.