How Valve works and no plans for Source Engine 2

“When we developed Left 4 Dead 2, that was essentially an experiment in the company. We were saying, ‘hey, let’s optimise for time and see what happens’. We showed we could do it.”

So, there was an actual explanation for L4D2’s quick release. That’s very interesting actually.

Why can’t I go to page 2?

Because you are a loser.

Develop has published so many Valve interviews lately, it’s hard to keep track of what I’ve read and what I haven’t.

Speaking of which, now I can.

“RW: Yeah we’ve been in situations before when we’ve said, hey, we’re going to make X. And then we don’t make X and people ask us why. And we say, yeah, here are the list of reasons why we couldn’t make X, and they say, screw that, you said you were making X!”

xD

Still a loser.

Don’t be an ass.

By the way, Valve, the source engine isn’t that great. You better have something new for Half-Life 3. Like that sweet facial animation LA Noir pioneered, I dunno.

I wish I could punch you through the internet. Several times.

Well, guys, why are you all about graphics and again, graphics? THINK ABOUT PEOPLE WITH NOT SUCH HUGE PCs! (Or Macs?)

Oh, you mean the one that is almost as good as the first version of Source’s facial animation, and therefore inferior to the current version Source uses? Yeah, they should! :retard:

Source face animation is in-engine feature, L.A. Noire one is not.

I said “I dunno”!

Geeze.

Yeah that’s the big downfall of L.A. Noir’s system, its not actually animation so it isn’t as flexible. Flexibility is something that it seems like Valve likes to have in their engines.

L.A.'s system is good for 1:1 facial animation but I’m sure it could be much better if it could be used in conjunction with a real-time animation system.

Hell, even the pre-recorded footage is excellent to improve the fidelity of a real-time system.

My biggest problem with L.A. Noire is that the character artists apparently were unable to tweak the eyes and mouth have the proper geometric depth.

The eyes and mouth of the characters in that game look flat and that, for me, makes it look even more like they superimposed video over their faces.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.