UnrealScript is completely optional, it's just a script layer on top of C++ code. It's generally used for gameplay code that doesn't need to be exceptionally quick, and it's the best place to store data structures / values since it offers very short iteration times; building a large unrealscript package takes around 30…
I went to their hiring presentations and had long personal 1 on 1 chats with their Art Director and a few others. Valve is the type of studio that doesn't look for the same things that other studios look for. What they care essentially is more or less to be said "how well do you operate, and what do you do that makes your…
While it's true that a lot of the artist frontend stuff, physics and the renderer were hugely overhauled, a lot of the behind the scenes stuff that handles the actual gameplay is ancient and unbelievably buggy. Unrealscript has not been overhauled. It's been extended and bolted onto but it still has the same parsing bugs…
I highly disagree. The Source Engine is a nightmare to work with even when you know what you're doing. It's also near impossible to do a large outdoor map with Source without taking shortcuts. And you can forget large sandbox levels. Portal, L4D, and HL2 all rely heavily on stages that fold inwards on each other. When it…
(I searched and didn't see anything about this, if I missed it my apologies) http://blogs.valvesoftware.com/abrash/ So Michael Abrash has started a blog about the inner workings and goings on inside of Valve Software. I was wondering what you guys thought about this? I sounds like an absolute dream come true to be in the…
I agree with ambershee. I have source and Half-Life to thank for getting me really interested in doing this full time but the pipeline and tools haven't changed that much and its a bear to work with, at least with what has been released to the public. Most of my frustrating with Source comes from their refusal to be all…
Does it? Playing Devil's Advocate, their episodic HL2 model has seen the final chapter MIA for quite some time. EP2 came out five years ago now, and it's been eight years since Half-Life 2. In this sense at least, they've failed quite a few fans - imagine if come 2015 and Mass Effect 3 still had never materialised? Somehow…