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RPS Interview: Episode Two’s David Speyrer

Posted by John Walker on November 8th, 2007.

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Coming up in December’s PC Gamer is my interview with Half-Life 2 Episode 2’s project lead, David Speyrer. And as is often the case with interviews, there was a lot more said than could fit in the magazine. As a teaser for next month’s Gamer content, here’s some bonus discussion about what it’s like working for Valve, how play-testing impacts on the games development, DX9 vs DX10, and the role of consoles. Spoilers a-go-go.

DOG?!

RPS: Could you talk about your role in the Half-Life universe?

David Speyrer: I interviewed on the day that HL1 went Gold, and started early in the year in ’99, at the very beginning of HL2. I was on the project for the whole duration. Towards the middle of the project, we formed into four cabals – mini design teams – for design and production, and each team was responsible for building a section of the game. I ended up as the cabal leader of the team which made Canals and the Citadel. I was a programmer. I worked on the air-boat, the poisoned zombie and a bunch of other things. Then on Episode Two I’ve been on it from the start as the project lead and programmer. I did specific work on the Hunter AI and some of the car stuff.

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