Tag Archives: Valve

Fly, Gabe, Fly!!

Though we’re slightly behind the actual bandwagon, there is no way I can not touch upon a wildly imaginative exchange between a Left 4 Dead modder and Valve, something that has got to be the flat-out funniest occurrence within the Valve community this year.

The seeds were sown last week, when it came to our attention

Dissecting the Casts of Valve’s Left 4 Dead Series

The last-minute visual overhaul of the original Left 4 Dead cast, revealed during EA’s 2008 E3 conference1, came mere months before the November 18 launch date for the game. The changes, though minuscule as well as practically-minded, felt like a crushing blow to some, yet wholly inconsequential to others.

Some players might have missed the debacle

Observing Left 4 Dead Relationships

Notice: Don’t forget to check out our latest update to this post, “Dissecting the Casts of Valve’s Left 4 Dead Series“

This post is a quick sneak peek into our forthcoming article that focuses on the evolution of the casts of Valve’s Left 4 Dead series. An interesting feature of the original campaign posters

Left 4 Dead Crash Course DLC

As most of you know by now, Valve announced the Left 4 Dead Crash Course DLC on the Steam news blog. I apologize for being this late, but we decided against posting the announcement due to the ghastly, nasty genericalness of the PR available:

[Crash Course] delivers new single-player, multiplayer and co-operative

TF2 SDK Update for Machinimaists

The recent announcement of further SDK materials being prepared for Team Fortress 2 strongly reminded me of something when Valve’s Mike Booth explained, in the post, that Valve’s primary motivation for the SDK update was to “…make it much easier for … machinima makers to have more control over how characters animate in their movies.”

What