December 18. 1997 -- VALVE ANNOUNCES WORLDCRAFT SUPPORT FOR QUAKE 2 Popular Level Editor Supports id Software's Latest Game Release
KIRKLAND, WA December 18, 1997-- Game developer Valve today announced version 1.6 of the popular level editor, Worldcraft. The new release adds functionality that allows add-on developers to create levels for id Software's recently released Quake 2, as well as Activision's Hexen 2.
"Demand for Quake 2 support has been very strong," said Gabe Newell, Managing Director of Valve. "Within a few days of Quake 2 shipping, I had personally received several hundred e-mail messages from add-on level developers who were interested in purchasing a version of Worldcraft that supported Quake 2."Worldcraft 1.6 support for Quake 2 and Hexen 2 includes:
FGD files Worldcraft 1.6 contains FGD files for Hexen 2 and Quake 2. Worldcraft uses FGD files to expose game entities, such as monsters, paths, and objects, to level developers.
Exporters Worldcraft 1.6 has the necessary export support to create map files appropriate to each of the games.
Quake 2 specific features Worldcraft 1.6 also provides support for new features unique to Quake 2, such as its transparency modes, radiosity settings, and the ability to export textures to a separate WAL file.
The 1.6 upgrade is free to registered users. New users will be charged $35.00. The upgrade will be available at the Worldcraft website, before December 31st. A patch for version 1.5 that allows limited editing of Quake 2 levels is available immediately.
Worldcraft is specifically designed to make first-person game level editing faster and easier for experienced level designers as well as for those just getting started. The original Worldcraft, developed for Quake players who wanted to create customized levels of that best-selling action game, was released independently by creator Ben Morris in September of 1996. In May of 1997, the tool was purchased by Valve for use in its premiere game, the first-person action game Half-Life.
The next major release of Worldcraft will be the 2.0 release included with Half-Life. In addition to the functionality of release 1.6, Worldcraft 2.0 will include vertex merging and scaling, which lets users merge faces on an object or scale an object around a specific vertex; the path corners tool, which makes it easy to specify a complex path for an entity within the game; and entity reports, which help users see the relationships between groups of entities (like buttons, switches and doors). Worldcraft 2.0 will also let users take advantage of features native to the Half-Life engine, including DSP sound effects, 24-bit color palettes and libraries of prefabricated objects.
Half-Life, published by Sierra On-Line, is due to ship in the first quarter of 1998.
Founded in 1996, Valve develops games software. Based in Kirkland, Washington, the company consists of more than 25 leading artists, game designers and programmers. More information about Valve is available through the company's web site at www.valvesoftware.com.
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Quake and Quake 2 are registered trademarks of id Software, Inc. Hexen 2 is a registered trademark of Activision, Inc. All rights reserved.
November 23, 1997 -- HALF-LIFE RADIATES ON 3DFX'S VOODOO 2 AT COMDEX/FALL '97 Revolutionary first-person action game's stunning technological and gameplay achievements taken to new extremes with 3DFX's new standard in 3D acceleration
BELLEVUE, Wash. - Sierra On-Line announced today that 3DFX has chosen Half-Life, the highly-anticipated 3D first-person action game and debut release from Valve, as a showcase title at the public debut of their Voodoo 2 graphics chipset display at COMDEX/Fall '97 (November 17-21 in Las Vegas, NV). The Voodoo 2 demo combines 3DFX's new standard in 3D acceleration with the next revolution in first-person action games. Conference attendees will witness the fastest frame-rates, sharpest graphics and smoothest animations ever to grace the computer screen.
Working with 3DFX on support for the Voodoo2 chipset in Half-Life, Valve has experienced stunning improvements over current graphic accelerator performance. "Using preliminary drivers, we've been seeing as much as a 100% framerate improvement for Half-Life over existing Voodoo performance," said Gabe Newell, managing director of Valve, "and this is still without taking advantage of the Voodoo 2 triangle setup capability. In addition to the overall speed advantages, which are far and away the best we've seen for any 3D accelerator, the extra texture memory for Voodoo 2 means that the performance is much smoother over a wider range of scenes."
"Valve and Sierra are among the first developers to take the extra step forward in supporting the new enhanced features and performance of Voodoo 2," said Brian Bruning, manager, developer relations, 3Dfx Interactive. "Half-Life's use of colored lighting maps, intricate models, and plentiful textures are a perfect match for the advanced features of Voodoo 2. Gameplay and frame-rate leap to an amazing level
as the game truly brings out the power of the hardware. This title is one of 3Dfx's showcase pieces to show why a consumer will want a Voodoo 2."
Voted "Best Game at ECTS" by All Games Network and winner of "Best Action Game" and "Best Take on First-Person Action" in Gamepen's "Best of E3 Awards", Half-Life combines the most advanced, proprietary technology with genre-breaking gameplay elements to create the next revolution in computer gaming.
Visitors to the Half-Life display at the 3DFX booth can expect to see many of the ground-breaking technological and gameplay features that will introduce one of 1998's most exciting and ground-breaking action game. Examples include sophisticated rendering technologies, including 16-bit color, sophisticated colored lighting and environmental effects such as translucency and blurring.
The Half-Life demo will also feature monsters created with Valve's proprietary skeletal animation system. This system gives game characters the most fluid and complex motion seen in a first-person action game. It also allows them to be much more structurally complex than ever before. For instance, while current action games have difficulty handling monsters with more than 500 polygons, Half-Life will contain monsters with over 6000 polygons.
COMDEX/Fall '97 attendees will also see Half-Life's advanced artificial intelligence system at work. This system lets Half-Life's non-player characters demonstrate remarkable cunning, including organized group behaviors, progressive strategic movements, and the ability to assess risks and take cover if necessary. "Monsters in current action games are pretty predictable," said Steve Bond, Valve game developer. "Once they see you, they simply turn and attack. We wanted to make an experience that was more alive and unpredictable.Half-Life's monsters aren't on a suicide mission: they don't want to die and they'll do some unexpectedly crafty things to avoid getting killed."
As a player of Half-Life, you'll find yourself assigned to a top-secret experiment at a decommissioned missile base where you've made an amazing breakthrough, an alarming discovery, and a stupid decision. Now, with the pieces of your colleagues scattered around the lab, you must fight your way past crafty alien monsters to the surface, where a full-scale battle has erupted between the invaders and government troops. Safe at last? No way. The military is just as interested in silencing you as they are in eradicating the alien menace. You must make a last ditch attempt to reach the alien world, foil their monstrous schemes, and figure out how to make peace with your own murderous kind. Along the way you'll discover fantastic experimental weapons, diabolically cunning death squads, and grotesquely beautiful worlds. It will take a fast trigger finger and a faster mind to survive, as not every monster is your enemy and not everything is as it seems.
Half Life, on PC CD-ROM, is scheduled to ship in April, 1998 and will be available at most software retailers, as well as through Sierra Direct at (800) 757-7707.
Founded in 1996, Valve develops games software. Based in Kirkland, Washington, the company consists of more than 20 leading artists, game designers and programmers. More information about Valve is available through the company's web site at www.valvesoftware.com.
Sierra, located in Bellevue, WA, is one of the original developers and largest worldwide publishers of interactive entertainment and productivity software. In July 1996, Sierra was acquired by CUC International, Inc. (NYSE: CU), a technology-driven retail and membership services company that provides access to travel, shopping, auto, dining, home improvement, financial and other services to more than 70 million consumers worldwide. Sierra is part of CUC Software, an operating unit that consolidates the sales, manufacturing, finance, accounting and management of CUC International's software divisions.
3Dfx Interactive, a publicly traded company (Nasdaq: TDFX), develops high performance, cost-effective 3D media processors, software and related technology that are designed to enable a highly immersive, interactive and realistic 3D experience across interactive electronic entertainment platforms - personal computers, coin-operated arcade systems and location-based entertainment ("LBE"). Current 3Dfx Interactive products include the Voodoo family of accelerator chipsets, Voodoo Graphics and Voodoo Rush. Visit the company on the web at http://www.3dfx.com
June 19, 1997 -- HALF-LIFE READY TO RADIATE AT E3! Revolutionary first-person action game to demonstrate stunning technological and gameplay achievements
BELLEVUE, Wash. - Sierra On-Line announced today that Half-Life, the recently-announced debut release from Valve, will premiere at CUC Software's spectacular exhibit at the Inforum in Atlanta during E3 (the Electronic Entertainment Exposition, June 19 - 21). Half-Life takes the next step in the evolution of 3D first-person action games by combining the most advanced, proprietary technology with genre-breaking gameplay elements. It is scheduled for a November 1997 release on PC CD-ROM.
Visitors to the CUC Inforum can expect to see many of the ground-breaking technological and gameplay features that will make Half-Life the year's most exciting action game. Examples include sophisticated rendering technologies, including 16-bit color, sophisticated colored lighting and environmental effects such as translucency and blurring. All of these features are implemented in software so gamers don't need special hardware accelerators to see them. "By building these features into the software, we can make them an esssential part of the gameplay, rather than just eye-candy," said Gabe Newell, managing director of Valve. "For instance, we use breakable glass everywhere. We use colored lights to convey mood, and even clues. Our force fields cycle in and out of existence, giving the player a blurred hint about a different part of the game, or a temporary bridge to run across. The designers can do all of this without worrying about fitting every monster, texture, architectural detail and effect into a single 256 color palette."
Half-Life does contain support for Open-GL, Direct 3D and MMX hardware acceleration and E3 attendees will be able to see a 3Dfx version of the game. "Half-Life looks amazing without hardware acceleration," said Ken Williams, CEO of Sierra On-Line. "But those who have the additional hardware are going to be shocked by the realism that's been achieved."
The Half-Life demo will also feature monsters created with Valve's proprietary skeletal animation system. This system gives game characters the most fluid and complex motion seen in a first-person action game. It also allows them to be much more structurally complex than ever before. For instance, while current action games have difficulty handling monsters with more than 500 polygons, Half-Life will contain monsters with over 6000 polygons.
E3 attendees will also see Half-Life's advanced artificial intelligence system at work. This system lets Half-Life's non-player characters demonstrate remarkable cunning, including organized group behaviors, progressive strategic movements, and the ability to assess risks and take cover if necessary. "Monsters in current action games are pretty predictable," said Steve Bond, Valve game developer. "Once they see you, they simply turn and attack. We wanted to make an experience that was more alive and unpredictable.Half-Life's monsters aren't on a suicide mission: they don't want to die and they'll do some unexpectedly crafty things to avoid getting killed."
As a player of Half-Life, you'll find yourself assigned to a top-secret experiment at a decommissioned missile base where you've made an amazing breakthrough, an alarming discovery, and a stupid decision. Now, with the pieces of your colleagues scattered around the lab, you must fight your way past crafty alien monsters to the surface, where a full-scale battle has erupted between the invaders and government troops. Safe at last? No way. The military is just as interested in silencing you as they are in eradicating the alien menace. You must make a last ditch attempt to reach the alien world, foil their monstrous schemes, and figure out how to make peace with your own murderous kind. Along the way you'll discover fantastic experimental weapons, diabolically cunning death squads, and grotesquely beautiful worlds. It will take a fast trigger finger and a faster mind to survive, as not every monster is your enemy and not everything is as it seems.
Half Life, on PC CD-ROM, is scheduled to ship in November, 1997 and will be available at most software retailers, as well as through Sierra Direct at (800) 757-7707.
Half-Life will be demonstrated at CUC Software's exhibit in the Inforum at the Electronic Entertainment Expo. Private meeting rooms for retailers and the press will be available. To arrange a demo appointment, please contact Eric Twelker at 425-649-9800 x5862 or eric.twelker@sierra.com.
Founded in 1996, Valve develops games software. Based in Kirkland, Washington, the company consists of more than 20 leading artists, game designers and programmers. More information about Valve is available through the company's web site at www.valvesoftware.com.
Sierra On-Line is one of the original developers and largest worldwide publishers of interactive entertainment, productivity and educational software. The company recently merged with CUC International, a technology-driven, membership-services company that provides access to travel, shopping, auto, dining, home improvement, financial and other services to 66.3 million consumers worldwide. The company's common stock is traded on the NYSE under the symbol CUC Intl. Sierra's corporate headquarters are located in Bellevue, WA.
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Valve Backgrounder, Half-Life screen shots, and additional information available upon request. Sierra press releases are also available on the Internet, via SierraWeb at http://www.sierra.com (under "Sierra Info")
May 27, 1997 -- SIERRA ON-LINE SECURES EXCLUSIVE PUBLISHING AND DISTRIBUTION RIGHTS FOR HALF-LIFE, THE HOT UPCOMING ACTION GAME FROM VALVE Revolutionary first-person action game features unique mix of action and adventure elements and stunning technological enhancements to licensed Quake engine
BELLEVUE, Wash. - Sierra On-Line announced today an agreement with Valve to publish and distribute the game developer's debut release, Half-Life. Half-Life combines id Software's renowned QUAKE ® technology, Valve's proprietary technological advances and sophisticated, innovative gameplay. The result promises to be the most exciting first-person action game available this holiday season.
Half-Life introduces a revolutionary leap in 3D first-person games by combining stunning technology enhancements with genre-breaking gameplay elements. Gamers are given opportunities to wreak havoc--in true action-game fashion--but they are also challenged to explore and strategize; for instance, telling friend from foe is no longer a simple matter of humans vs. monsters. Half-Life's strong story elements, advanced inventory system and story-integrated challenges create an experience never-before-seen in traditional "run-and-gun" action games.
The game features many technological advances, including 16-bit color, sophisticated colored lighting, and environmental effects such as translucency, dynamic textures, and metallic surfaces. A proprietary character animation system gives creatures the highest polygon counts and most fluid character motions seen in a first-person action game. In addition, an advanced artificial intelligence system lets non-player characters demonstrate remarkable cunning, including group behaviors and progressive strategic movement and ambush skills. The result is an entirely immersive playing environment with intensely
realistic life forms. Half-Life contains support for Open-GL and Direct 3D and MMX hardware acceleration. Internet multiplayer support for up to 32 players is also included.
Assigned to a top-secret experiment at a decommissioned missile base, you've made an amazing breakthrough, an alarming discovery, and a stupid decision. Now, with the pieces of your colleagues scattered around the lab, you must fight your way past crafty alien monsters to the surface, where a full-scale battle has erupted between the invaders and government troops. Safe at last? No! The military is just as interested in silencing you as they are in eradicating the alien menace. You must make a last ditch attempt to reach the alien world, foil their monstrous schemes, and figure out how to make peace with your own murderous kind.
Along the way you'll discover fantastic experimental weapons, diabolically cunning death squads, and grotesquely beautiful worlds. It will take a fast trigger finger and a faster mind to survive, as not every monster is your enemy and not everything is as it seems.
"Sierra On-Line is thrilled to have the opportunity to publish Half-Life," remarked Ken Williams, CEO of Sierra On-Line. "Valve's enhancements to the Quake engine technology introduce gameplay and design elements that will thrust Half-Life to the forefront of first-person gaming. Gamers will agree that the results are nothing less than mind-boggling."
"Our goal with Half-Life was to build the most exciting and technologically advanced game possible," said Gabe Newell, co-founder and Managing Director of Valve. "When it came to selecting a publisher, it was very clear that Sierra was the most committed to leap-frogging the current generation of games and giving gamers a product that will be head and shoulders above anything else shipping this year."
Valve's prestigious development team is comprised of many well-respected names within the gaming community, including: 3D artist Chuck Jones, formerly with Apogee/3D Realms, where he was an artist and animator for Duke Nukem 3D, Rise of the Triad, Shadow Warrior and the Duke Nukem Plutonium Pack; game and level designer Harry E. Teasley III, former art director of Williams' Doom for Sony Playstation; Tools Architect Ben Morris, creator of DCK (Doom Construction Kit) and WorldCraft; game designers Steve Bond and John Guthrie, creators of the Quake Airplane and Quake Kart; and level designer
Dario Casali, one of the world's best-known deathmatch level designers, including those found on id Software's Final Doom.
Half-Life, on PC CD-ROM, is scheduled to ship in November, 1997 and will be available at most software retailers, as well as through Sierra Direct at (800) 757-7707.
Founded in 1996, Valve develops games software. Based in Kirkland, Washington, the company consists of more than 20 leading artists, game designers and programmers. More information about Valve is available through the company's web site at www.valvesoftware.com.
Sierra On-Line is one of the original developers and largest worldwide publishers of interactive entertainment, productivity and educational software. The company recently merged with CUC International, a technology-driven, membership-services company that provides access to travel, shopping, auto, dining, home improvement, financial and other services to 66.3 million consumers worldwide. The company's common stock is traded on the NYSE under the symbol CUC Intl. Sierra's corporate headquarters are located in Bellevue, WA.
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Valve Backgrounder, Half-Life screen shots, and additional information available upon request. Sierra press releases are also available on the Internet, via SierraWeb at http://www.sierra.com (under "Sierra Info")
Quake ® is a registered trademark of id Software, Inc. All rights reserved
NEW TECHNOLOGIES BEHIND HALF-LIFE The next step in the evolution of 3D first-person action games, Half-Life combines the most advanced, proprietary technology with genre-breaking gameplay elements.
Improved rendering technologies using 16-bit color
One of the most noticeable limitations of first-person shooters has been their 8 bits per pixel (bpp) color quality. The result is monotonous, unrealistic lighting and color that adds little to the gaming experience. And, even though an accelerator can improve the appearance of 8-bit games, they cannot expand an 8-bit game's color palette beyond the original 256 colors.
Half-Life is engineered in 16-bit color, which expands the available palette to 65,535 colors. And, with support for graphics acceleration, Half-Life lets those with advanced hardware see over 16 million colors. The result is greatly enhanced realism and visual richness. Specifically, 16-bit color makes the following innovations possible:
Realistic lighting, translucency, and blurring Thanks to those 65,535 colors per image, Half-Life engineers can blend light and color in innumerable ways to get a variety of effects. Examples include smoke, metallic surfaces, translucent water and energy beams - even force fields that can fade in and out. Different colored lights from different sources will blend properly as they pool on a floor or wall. And because these features are implemented in software, they can be made an integral part of the gameplay experience, not just a visual treat for those with advanced hardware accelerators.
Dynamically changing surfaces Surfaces in Half-Life are dynamic"they can change over time or as the player interacts with them. Damp walls may grow mossy, water will ripple as the player moves through it, and hard surfaces will retain the scars of a previous firefight.
Non-organic monsters With realistic surfaces, monsters aren't limited to being organic creatures. They can evolve into hybrids of flesh and metal, for example. The realism of the reflections can provide useful feedback to a player, too, such as whether that monster's metal breastplate is made of penetrable aluminum or impermeable steel.
Improved technologies for monsters: skeletal animation
Hand-in-glove with a demand for realistic lighting and color effects is a desire for monsters that look and move as realistically as possible. To accomplish this goal, the engineers at Valve have created a skeletal animation system for monsters. Rather than store a discrete set of polygonal meshes for each key frame of animation, as traditional action games do, the skeletal system moves the "bones" within a monster and deforms a mesh and texture map around them.
There are a number of advantages this gives Half-Life animators as they build more compelling and complex monsters:
Smoother and richer animation Half-Life players will see much smoother animation than in typical action games. While both sprite- and mesh-based animation systems are based on a fixed keyframe animation rate, which is typically targeted at the lowest common denominator system, Half-Life's skeletal animation system does not limit the number of frames in an animation. For instance, a typical walk cycle may have as many as 80 frames in Half-Life, as compared to only 4 in some sprite-based games.
6000+ polygon monsters With Valve's new skeletal system, monsters can be much more complex than ever before"without affecting performance. Half-Life will have monsters of up to 6000 polygons, compared to the 500-plygon monsters in traditional mesh-based games..
Anatomically correct motion Through skeletal animation, motion can become more realistic and natural because the animation doesn't depend on thousands of interactions of mesh vertices that are difficult to map in all permutations. The faster a character runs, for instance, the faster the legs will move.
Multiple animations, compound animations and switchable body parts Because skeletal animations are more economical, Half-Life has many different animations per creature. And, rather than have a fixed set of animations that involve a monster's entire body, Valve can build animations of many different parts and then combine them into a whole. Monsters can turn their heads to look at the player while they are running. Troops can pull out weapons and fire while they are moving or kneeling. Compound animations also make it possible to remove or switch body parts in response to the gaming action"say, to allow for a weapons change or to show damage to a monster that's still fighting.
Improved technologies for monsters: artificial intelligence
Valve has created a technology that imbues Half-Life monsters with tactical intelligence, multi-character cooperation, and a supreme will to live. The result is a menagerie of new creatures whose intelligence and unpredictability make them truly formidable adversaries.
Traditionally, game AI is a set of hard-coded if-then decisions for every possible situation that could confront a monster, such as, "If there is a bad guy in this room then shoot at him." Valve took another tack, designing a module-based AI system that provides practically infinite flexibility and monster growth potential. Below are just a few of the ways that AI decision modules work together to produce unprecedented monster intelligence.
Monster behavior based on player's actions moment by moment In Half-Life, monsters might advance only when it makes sense to. They assess how much health the player may have, where the player is heading, how many of their own kind are left in a room, and whether they have enough health themselves to fight. Such conditions and others dictate whether a monster will chase, attack, or retreat. While in other games monsters are basically suicide squads, in Half-Life monsters don't want to die.
Squad (group) behavior Valve's module-based AI technology also adds the new twist of squad behavior and cooperation among monsters. Adversaries can make a threat assessment, recruit others and then plan a coordinated attack against the player.
Flocking behavior Achieving realistic motion for creatures that travel in swarms, flocks, or packs is just as important as achieving it for those that move individually. To do that, Valve has crafted an innovative Flocking Behavior Model that realistically depicts the organic movement of animals such as birds and fish.
Multi-sensory monsters Half-Life monsters possess a rich and varied group of senses for detecting a player's presence"namely, sight, hearing, and smell. For instance, some monsters can't see at all, but locate the player by sound. Others have the ability to track the player who has moved on by using a scent trail. This forces players to rethink their tactics and weapons choices.
Improved technologies for more exciting gameplay
Valve thrusts players into a full-surround gaming environment that is its own thriving space. Half-Life has an ecology and a society. Monsters are breeding, herds are forming, and some monsters prey on others. Players are dropped into the middle of this environment and must learn from what they see. In order to survive, they must use both their weapons and their wits. Some examples of innovations that enhance the player's gameplay experience include:
Continuous-world experience Instead of discrete levels that offer no chance of turning back, Half-Life lets players return to any space they've visited"though what has happened in that space in the player's absence may be surprising
Usable vehicles and props Valve's designers have made sure that vehicles and props aren't merely backdrops to a story"they are tools that must be used to advance in the game. For instance, an underground train system takes players to numerous stations and allows them to backtrack. Some vehicles also contain, or can be used as, weapons to mow down monsters.
Ducking, crouching, and crawling For more realistic and varied action, Half-Life lets players duck and crawl in addition to stand, walk, run, and jump. In addition to expanding players' tactical options, being able to duck and crawl opens up myriad spaces once sealed off to first-person shooters, such as a maze of duct work which can be used to help elude monsters or reach otherwise impossible rooms.
Improved physics In Half-Life, physics and gravity behave more like in the real world than in other. Flooring can be unstable and rickety railings can give way. Even typical tactics for obliterating the enemy must yield to Newtonian physics. For instance, blowing up a soldier who's wearing a backpack of desirable goods also destroys the goods. An initial surprise to experienced gamers, it will challenge players to dream up some interesting alternative solutions.
Scripted sequences to advance the story and interact with Rather than jar players out of their immersion by plugging in backstory details as a voiceover or text screens between levels, Valve's new scripting technology reveals information through sophisticated scripted animations that can be deliberately or accidentally interrupted (such as by shooting at a character or bursting into a scene in progress).
Multi-player games of up to 32 players Half-Life lets up to 32 players to play at once, and it has the the ability to support spectators. Other features include support for game setup, server filtering, and related Internet functionality.
Improvements in sound technologySound cues are often a gamer's best reconnaissance and orienting tools, and Valve has made sure that Half-Life's sound technology provides the same quality and feedback reliability as its light, color, and other realism effects.
Real-time DSP Valve has created a proprietary method for producing DSP (digital signal processing) in real time. Without the DSP functions, effects would sound the same in a small hallway as in a wide open space. With DSP, however, a sound effect is muffled underwater, is deadened in a fabric-padded space, and reverberates in a very large room. DSP affects every sound a player makes or hears, such as shots and grunts or machinery and monster noises. Valve's implementation of the DSP technology also saves disk space and memory. Half-Life can reuse the same effect but give it very different sounds based on the geometry of the room rather than have to record a separate WAV file for each type of effect.
3D sound For any sound they hear, players can tell which direction it is coming from"left, right, below, above, in front, or behind. The source direction changes as they move through the space (e.g., engines that were revving on the left will sound off on the right when a player turns around), and constant sounds recede as players get farther away.
About Valve SoftwareFounded in 1996, Valve develops games software. It is based in Kirkland, Washington, and consists of more than 20 leading artists, game designers, and programmers. More information about Valve is available through the company's web site at www.valvesoftware.com.
CONTACT:
Sierra Studios
425-649-9800
email: StudiosPR@sierra.com