List of minor Valve employees

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This article lists '''minor Valve employees'''.

==T.K. Backman==
'''T.K. Backman''' is a programmer who worked at Valve on two occasions. He is the older brother of Ted Backman, and he worked with Gabe Newell and Ken Birdwell at WikipediaMicrosoft|Microsoft. Between February 1997 and December 1999, Backman was a consultant at Valve; during that period he was working full-time at Microsoft. He contributed to ''Half-Life'', and was responsible for the game engine, user interface, radiosity lighting, and developer tools. He joined the company as a full-time employee, and worked there between November 2005 and May 2007. He contributed to ''Half-Life 2'' and its episodes, ''Portal'', the ''Orange Box'' for Xbox 360, the Source engine (including procedural terrain generation and vegetation blending), developer tools, and Steam.http//linkedin.com/in/t-k-backman-0b93452 T.K. Backman on LinkedInT.K. Backman on ReferencesValve employee emails. Backman|his video game work (August 15, 2016)

==Stephen Baker==
'''Stephen Baker''' is an animator who worked at Valve between January 2000 and March 2001 as a senior animator. He created character designs and animation for ''Half-Life 2''. He also evaluated WikipediaAutodesk Maya|Maya as the company's new animation software and supervised its integration into existing pipeline, and managed the contract development team.http//ragingzen.com Stephen Baker's personal website

==Les Betterley==
'''Les Betterley''' is an artist and animator who worked at Valve as a freelancer. He did character animations and a few models, including the large version of the Automatic Turret for ''Half-Life'' before he was moved to ''Prospero''.http//lesbetterley.com Les Betterley's personal websiteLes Betterley on ReferencesValve employee emails Betterley|his video game work (August 18, 2016)

==Chris Bokitch==
'''Chris Bokitch''', also known as "Autolycus" in the community, is a developer who worked at Valve between September 1997 and March 2008.http//linkedin.com/in/chrisbokitch Chris Bokitch on LinkedIn He used to run a website called "The Forge", which was devoted to ''WikipediaQuake (video game)|Quake'' level creation, and also focused on Valve Hammer Editor|Worldcraft – a level editor created by Bokitch's friend, Ben Morris. Valve hired Morris, and acquired the program in September of 1997.http//bluesnews.com/pressreleases/valve071497.html Press release on Blue's News (July 14, 1997) During that time, Bokitch started doing contract work for Valve, which involved writing support documentation for their own version of Worldcraft.{{IA|20011031015957/http//tso.speakeasy.net/news/chrisbspkz_interview.htm|Interview with Chris Bokitch|The Speakeasy Offensive (September 29, 2001)}} He founded the "Half-Life Editing Resource Center" website; it served as a hub for mod developers. He wrote tutorials, created tutorial maps and game data files, and provided support for the mod community.{{IA|20000226004219/http//info.gamedesign.net/spotlight/Interview-Autolycus.htm|Interview with Chris Bokitch|info_design (September 10, 1999)}}

==Wes Cumberland==
'''Wes Cumberland''' is a programmer who worked at Valve as an intern software developer between September 1997 and December 1999.http//corayseifert.com/s/HWRPreproductionBrief.pdf Document on Coray Seifert's personal website He was attending the WikipediaUniversity of Washington|University of Washington at the time. As the intern, he took care of the computers, source control, and email. For ''Half-Life'', he wrote code in the installer and a few file-handling routines in the game itself. Before joining Valve, he worked at WikipediaSierra Entertainment|Sierra On-Line for two years.Wes Cumberland on ReferencesValve employee emails Cumberlan|his video game work (September 22, 2016)

==Karl Deckard==
'''Karl Deckard''' is a developer who worked at Valve as a game designer{{IA|19980111062524/http//valvesoftware.com/people.htm|People|Valve's official website (January 11, 1998)}} between August 1996 and October 1998. He was involved in every level of the design process for ''Prospero'', much of which was later repurposed for the ''Half-Life'' series and the ''Portal 2'' level editor, ''Perpetual Testing Initiative''. For ''Half-Life'', he designed and built the Black Mesa Training Facility|training facility, as well as developed the flocking behavior for the Boids, and the game's behavior, physics, and weapon effects.http//linkedin.com/in/karl-deckard-90978344 Karl Deckard on LinkedIn

===Official biographies===
{{CollapsedBio|19980111062524/http//valvesoftware.com/people.htm|January 11, 1998|Karl Deckard - Game Designer/Animator|Karl comes to Valve by way of Nintendo, where he was responsible for graphic design and production on Nintendo Power Magazine and several player's guides, including Killer Instinct, Yoshi's Island, and Super Mario RPG. His thorough familiarity with paper-based role-playing games, wargames, and CCGs, combined with his knowledge of PC and console video games, mark him as Valve's quintessential game fanatic.}}

==Stephen Dennis==
'''Stephen Dennis''' is a programmer who worked at Valve as a contractor between June 1998 and September 1998. He greatly optimized the navigation for all the characters that use non-local navigation, improved their random numbers, and implemented some Ichthyosaur behaviors, and a BMP image loader for the sky, which the company ended up not using for unknown reason.http//linkedin.com/in/stephen-dennis-1a84b06 Stephen Dennis on LinkedInStephen Dennis on ReferencesValve employee emails Dennis|his video game work (August 15, 2016)

==Duncan==
Duncan (no last name) is a developer who worked at Valve as a game and level designer between 1996 and 1998.http//linkedin.com/in/duncanx Duncan on LinkedIn He was originally hired to work on ''Prospero'' in December of 1996, but also helped with ''Half-Life'' before leaving in early 1998. Duncan and Dave Riller were part of a total conversion for ''Quake'' before they were picked up by Valve. He dropped out of of college where he was studying psychology and music to join the company.{{IA|19990128085841/http//umr.edu/~murdock/bigone/valve_duncan.html|Interview with Duncan|Big One (June 24, 1997)}}

===Official biographies===
{{CollapsedBio|19980111062524/http//valvesoftware.com/people.htm|January 11, 1998|Duncan - Game/Level Designer|Duncan refuses to tell us his first name. We have suggested "Monty." Duncan is a genuine sociopath who has collected more ears in Diablo than anyone else in the company.}}

==Joe Kennebec==
'''Joe Kennebec''' is a developer who worked at Valve as a project consultant between July 1998 and January 2002.http//linkedin.com/in/kennebec Joe Kennebec on LinkedIn As a friend of Mike Harrington, he joined the company as a favor to him during the final months of the development for ''Half-Life'' to assist Erik Johnson with on-site quality assurance. He also helped Johnson with the international releases of the game by building and testing installers for different languages. Later, the company sent him to Gearbox in the final development stages of ''Opposing Force'' to ensure that the game met Valve quality standards and to oversee the storyline so that it wouldn't contradict anything from the original game. It was his idea for the player to revisit a destroyed version of the Black Mesa Training Facility|training facility. He also contributed to ''Blue Shift''.Joe Kennebec on ReferencesValve employee emails Kennebec|his video game work (August 16, 2016)

==Ted Kosmatka==
'''Ted Kosmatka''' is a writer who worked at Valve. He was responsible for co-writing the ''Portal 2 Lab Rat'' comic with Michael Avon Oeming.{{IA|20110905210014/http//valvesoftware.com/company/people.html|People|Valve's official website (September 5, 2011)}}

==Chia Chin Lee==
'''Chia Chin Lee''' is a sound designer and composer who worked at Valve{{IA|20001005085321/http//valvesoftware.com/people.htm|People|Valve's official website (December 3, 2000)}} between 2000 and 2003.http//linkedin.com/in/chia-chin-lee-697200 Chia Chin Lee on LinkedIn He was responsible for conceiving and providing audio direction and content for gameplay.{{IA|20020315201700/http//igda.org/breakingin/profile_chia_chin_lee.htm|Interview with Chia Chin Lee|International Game Developers Association}} His name can be found in some of the sound effects created for ''Half-Life 2'', although it is not known if he is the creator of these files, or if it's the result of an audio processing software. Lee provided sounds for some of the things Marc Laidlaw was working on and recorded Laidlaw's voice to be used for the burning Classic Zombie|Zombies.ReferencesMarc_Laidlaw_emails Laidlaw on his level design work

===Official biographies===
{{CollapsedBio|20001203200100/http//valvesoftware.com/people.htm|December 3, 2000|Chia Chin Lee - Sound Designer/Composer|No changes.}}

{{CollapsedBio|20001005085321/http//valvesoftware.com/people.htm|October 5, 2000|Chia Chin Lee - Sound Engineer|Chia Chin has lived in Taipei, Paris, Johannesburg, Chicago, Madison (the one in Wisconsin), and now Seattle. Before joining Valve, he worked at Raven Software where he created audio content, designed dynamic sound systems, and performed various production roles as a team lead. As a film student at the University of Wisconsin-Madison, Chia Chin spent most of his time splicing together Musique Concrète tape loops, making black and white short films a la David Lynch's "Eraserhead", and playing computer games. Being obsessed with games and audio meant Chia Chin had no choice but to enter the software entertainment industry upon graduation. He is incessantly fantasizing about using audio, narrative devices, postmodern philosophy, and other pretentious techniques to enhance gameplay.}}

==Kristen Perry==
'''Kristen Perry''' is an artist who worked at Valve between May 2002 and August 2005. She worked on ''Half-Life 2'' as a texture artist, created illustrations for the marketing of the game, and also contributed to ''Half-Life Source''. Her Civil Protection officer FileMetrocop blue eyes.jpg|illustration was published in the June 2004 issue of WikipediaPC Games (magazine)|PC Games magazine, inside a featured article for the game.http//merekatcreations.com Kristen Perry's personal website

==Aaron Stackpole==
'''Aaron Stackpole''' is an engineer who worked at Valve between September 1998 and April 1999 as a network administrator.http//linkedin.com/in/aaronstackpole Aaron Stackpole on LinkedIn He joined Valve from the ''WikipediaGunman Chronicles|Gunman'' total conversion for ''WikipediaQuake (video game)|Quake'' where he was a level designer. He created an internal translation of all of the original ''Quake'' deathmatch maps to ''Half-Life'' that were never released initially due to rights issues. He worked for Mike Harrington, and was responsible for building the gold master of the game.Aaron Stackpole on ReferencesValve employee emails Stackpole|his video game work (September 1, 2016)

===Official biographies===
{{CollapsedBio|19981201060526/http//valvesoftware.com/people.htm|December 1, 1998|Aaron Stackpole - Network / Systems Administrator|Aaron magically appears whenever there are computer problems. With a background in game and level design, Aaron's status as a Microsoft Certified Professional with over eight years of computer software and network support experience makes him a valued ghost around the offices. His work for the Gunman TC has brought him acclaim in what he laughingly calls his spare time ... we're still trying to figure out why. Aaron also became the proud father of twin baby girls on September 14, 1998.}}

==References==
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