Myst 3 software renderer9/20/2023 ![]() ![]() As part of Valve’s Steam Support Team, Matthew helps support our Korean community and localizing efforts, making thousands of Korean Steam users believe we actually have offices in Korea. After graduating from the University of Washington in 2010, he proved them wrong by landing a job at Valve. His parents warned him that playing games wasn't going to get him a job in the future. Matthew loved to play video games as a child. He is really happy that you took the time to read his paragraph. Essentially this means he gets to play with data, perform research, and act as an in-house consultant of sorts. His job description is vague, but he thinks it probably has something to do with applying both psychological knowledge and methodologies to game design. in Computer Science and Psychology from Yale and a PhD in Psychology from the University of Illinois. When Valve invited him to join the team here, Dean jumped in without hesitation and began his never ending quest to reward the community of Valve customers with awesome experiences. ![]() Dean leaped into a position of designing and building see-through, head mounted displays using scanned laser beams for a half-dozen years. After a more than a few years of raising his three daughters, Dean’s wife decided it was her turn to experience the thrills and spills of being a stay-at-home parent. He then opted to switch gears to work on a far more important project – he became a stay-at-home dad. The game was “Global Thermonuclear War” AKA “The Cold War” and the expansion pack was “Strategic Defense Initiative” colloquially known as Ronald Reagan’s “Star Wars.” Over time Dean slid over to work on developing techniques for optically measuring jet engines exhaust, shockwaves, vibration, liquid flow, supercool water sprays, unexploded munitions, and even crops. After getting a pair of degrees in optics from the University of Rochester, he dove into work at Boeing on the expansion pack to the most expensive game ever developed. ![]() Check out Michael's blog Ramblings in Valve Time.ĭean started playing computer games on mainframe computers in the mid ‘70’s at The Evergreen State College while in Jr. After that he worked on both versions of Xbox, cowrote a software renderer, and worked on Intel’s Larrabee project before coming to Valve. In 1992 he somehow ended up as the graphics lead for the first two versions of Windows NT, then in 1995 he went to Id and worked alongside John Carmack to write Quake. ![]() After he discovered the hard way that the PC didn’t actually have a game market yet, he worked at a series of hardware and software graphics companies, writing several books (including Zen of Assembly Language) and magazine columns (remember them?) on performance and graphics (most notably for Dr. (His mother stopped giving him a hard time about not getting his PhD sometime in the mid-1990’s, right around his first meeting with Bill Gates.) He did some of the earliest arcade-style games for the IBM PC (Space Strike, Cosmic Crusader, and Big Top, if you’re a trivia buff – and yes, they were sold in plastic baggies). Michael Abrash was ABD (All But Dissertation) in the PhD program in Energy Management and Policy at the University of Pennsylvania in 1980 when he got his first microcomputer – a Vector Graphics VIP CP/M machine with 56K and 160x72 graphics – and he’s still ABD. ![]()
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