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Valve – Handbook for New Employees (2012) [pdf]

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Re: Valve – Handbook for New Employees (2012) [pdf]

#141
post #74

Earlier quoted context omitted.

> shiny tech and new games You mean Half Life with it's last full iteration from 10 years ago, and the second episode with a cliffhanger from 2009? Or the Source engine (HL2) which evolved from GoldSource (HL1) which was based on Quake 1 engine (with some parts from Quake 2 engine) - even the Call of Duty engine which aged well too is based on the more modern Quake 3 engine, and I wouldn't consider it shiny in 2016.…

You don't mention Portal 2, Dota 2, CS:GO, all the TF2 updates, Source 2, all the advancements to Steam, the Steam Controller, Steam Link, the Vive, the Lab VR demos. Sure the Battlefield team has made Frostbite which is shinier than Source. Did they also make their own store, gamepad, and VR headset?

> the Lab VR demos

Wii minigames in VR are still just Wii minigames, whole thing feels like something I'd expect from a hackday from a company as supposedly prolific as valve.

Got a strong feeling the talent is long gone.

Re: Valve – Handbook for New Employees (2012) [pdf]

#142

I researched Valve quite a bit before applying there (I did not get in, but one of their senior team members wrote me a nice message). Some interesting bits I found: - The average engineer there makes at least $400k/year with bonuses, although it could be much more (or less, if they somehow wind up in a bad project). IIRC Valve makes around $2m of profit for every head in the company (they only have ~300 employees or…

> 400k

Holy shit.

Re: Valve – Handbook for New Employees (2012) [pdf]

#143

Earlier quoted context omitted.

What's your point? Valve put out multiple AAA games in the same timeframe too, and did a lot of other stuff besides. Sure, GTA5 is a big-ass game, but Valve's games - games plural - haven't exactly been small projects either.

His point is that probably just GTA5 has sold more copies in 5 years than all Valve games combined (a quick check of the most popular ones, HL 1/2, L4D 1/2, Portal 1/2 reaches about 30 mils), so that number of employees is justified. Also: http://www.gamespot.com/articles/gta-5s-online-mode-has-gene... There is no denying Valve does great with the number of people it has, but of all the badly managed companies they c…

Rockstar is certainly doing well profit-wise in the industry, but I think Valve still compares favorably productivity-wise.

In the last few years, Valve has developed multiple new pieces of hardware with software support; the Steam Controller, Steam Link, and HTC Vive. They've also developed and supported a new platform, SteamOS, and rolled out hardware with manufacturing partners. Besides this, the Steam platform has added live-streaming (like twitch), family sharing, big picture mode, the VR UI, and other features. They were also involved in the development of the graphics API Vulkan, which they need for their Linux-based SteamOS to become a better platform.

These are just what I can think of off the top of my head and don't even explicitly involve any games (though they released a collection of 11 small experiences for VR as well).

Re: Valve – Handbook for New Employees (2012) [pdf]

#144

I find the whole "You are a person who spend every waking hour optimizing yourself to become the best YOU you can be"-frame of mind very intimidating. Maybe it's because I'm not american, but even though I like to work with complex issues, I also like a 9-17 job with a decent income, and the ability to go home and relax when I'm not working. And by relax, I don't mean working on side projects, doing volunteer work or…

This is not an American thing, it is even worse in Japan and Korea, where kids are forced to study from 6 am until late (8pm ish), and this goes on into the workplace as well. I attended an international high school in South Korea (I'm Latin American) and I felt utterly sorry for my Korean classmates. I've heard worse from the Japanese work ethics.

I'm an American, so my perspective is limited. But my understanding is that while Eastern parents push their kids to work hard, there is also more of an emphasis on collectivity. As a child, you're not just you, you are your family, your community. You are working together on a common goal, and you have a specific part to play. You may be pushed hard, but you are not the CEO. And neither is your Dad. Everyone has a specific role, and an understood sphere of influence.

In America, to a greater extent, it's just you. Your bad grades are yours, it's not connected to your parents, or your class background, it's just you. When you go out into the world, you are in the driver's seat, your success hinges on your decisions. And when you achieve something, it's your achievement. Not your family's.

Re: Valve – Handbook for New Employees (2012) [pdf]

#145
post #142

I researched Valve quite a bit before applying there (I did not get in, but one of their senior team members wrote me a nice message). Some interesting bits I found: - The average engineer there makes at least $400k/year with bonuses, although it could be much more (or less, if they somehow wind up in a bad project). IIRC Valve makes around $2m of profit for every head in the company (they only have ~300 employees or…

> 400k Holy shit.

Not really surprising considering their bar to hire.

I've worked with a couple of ex/current Valve people, they're effing sharp/creative.

Re: Valve – Handbook for New Employees (2012) [pdf]

#146
post #94

The problem is in almost every group of people lacking a formal hierarchy, an informal un-official hierarchy will start to emerge with a higher likelihood of manipulators, sociopaths or other political climbers on top. I'd rather not be part of one of those.

This is, tangentially, my objection to my friend's dream of anarchy. Maybe the world would be better off without government- but the power vacuum will always be filled, so it's almost certainly better to fill it deliberately.

Another way to look at anarchism is just favoring the smallest possible power structures. So maybe there is someone who runs the oven, and everyone knows they're in charge. But you don't have someone in an office 1000 miles away making decisions about 1000 ovens.

Another way of thinking about it is that any and all power structures are allowed, they just have to be opt-in. If you want to be a 4th tier worker in a 6 tier command-and-control structure, that's fine. You just have to be there by choice.

Re: Valve – Handbook for New Employees (2012) [pdf]

#147
post #126

Earlier quoted context omitted.

> At any company (Microsoft included) where performance-based > compensation exists, there is a budget for that line item. I'd like to point out that it's possible to pay bonuses out of profits, rather than a fixed, yearly pre-allocated pool. If employees are only paid a bonus when they add to company profits, there is no competition for bonus funds between employees. So for example, if you have a great idea that sav…

The problem is, how do you measure that? There are a bunch of good ideas that most people will agree provide a benefit, but it's really hard to come up with an objective measure of how much money that makes or saves.

Make the bonus pool a fixed percentage of company yearly profits (not sales). Assign at least half of the bonus pool in an egalitarian way (like based on the number of days worked on that year), assign the remainder on a roughtly "merit" based criteria, and let every team to agree on the criteria, but make it be something objective (it does not matter if it is number of bugs closed, or being at your desk on time in the morning, or whatever, just as long as the measurement is unambiguous and the team agrees on it).

That would be far from perfect, there will be free loaders, and most likely than not it will be slightly unfair to everyone. But at least you have removed the perverse incentive to sabotage coworkers in order to look yourself better.

Re: Valve – Handbook for New Employees (2012) [pdf]

#148

So Valve is definitely idealized by people outside (and inside) the game industry, but definitely much less so by people who have worked there. The flat structure is sort of a pipe dream that leaves nobody actually in charge of important decisions, while hiding a de facto power structure that certainly exists despite being non-explicit. The company has transitioned to being the company that owns Steam as a platform (…

Dota 2 isn't going anywhere. The current tournament has an $18+ million prize pool (and rising) - meaning Valve was paid about $72 million in compendium sales.

This is for a tournament that runs every year and is growing in popularity and size.

Re: Valve – Handbook for New Employees (2012) [pdf]

#149
post #72

I find the whole "You are a person who spend every waking hour optimizing yourself to become the best YOU you can be"-frame of mind very intimidating. Maybe it's because I'm not american, but even though I like to work with complex issues, I also like a 9-17 job with a decent income, and the ability to go home and relax when I'm not working. And by relax, I don't mean working on side projects, doing volunteer work or…

Slightly off-topic but: why is 9-17? Here I've always seen people working 9-18 with one hour off for lunch. Is this an Italian peculiarity?

In Norway the most common hours are 7:30 - 15:30 or 8 - 16, with a half hour break.

Re: Valve – Handbook for New Employees (2012) [pdf]

#150

So Valve is definitely idealized by people outside (and inside) the game industry, but definitely much less so by people who have worked there. The flat structure is sort of a pipe dream that leaves nobody actually in charge of important decisions, while hiding a de facto power structure that certainly exists despite being non-explicit. The company has transitioned to being the company that owns Steam as a platform (…

> not much else

steam vr? dota 2? csgo? virtual economies? source 2? the steam workshop? the crowdfunded compendiums?

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