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HANDBOOK FOR
NEW EMPLOYEES============================================================
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HANDBOOK FORNEW EMPLOYEES
A earless adventurein knowing what to dowhen no ones theretelling you what to do
FIRST EDITION
2012
========================================================
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Dedicated to the amilies
o all Valve employees.
Thank you or helping us make
such an incredible place.
Table o Contents
Preace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . viiHow to Use This Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . viiiPart 1: Welcome to Valve . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Your First DayValve Facts That MatterWelcome to Flatland
Part 2: Settling In . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Your First MonthWhat to Work On
Why do I need to pick my own projects?, But how do I decide which things towork on?, How do I nd out what projects are under way?, Short-term vs. long-
term goals, What about all the things that Im not getting done?, How doesValve decide what to work on? Can I be included the next time Valve isdeciding X?
Teams, Hours, and the OceCabals, Team leads, Structure happens, Hours, The oce
RisksWhat i I screw up?, But what i we ALL screw up?
Part 3: How Am I Doing? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Your Peers and Your PerormancePeer reviews, Stack ranking (and compensation)
Part 4: Choose Your Own Adventure. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Your First Six MonthsRoles, Advancement vs. growth, Putting more tools in your toolbox
Part 5: Valve Is Growing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Your Most Important RoleHiring, Why is hiring well so important at Valve?, How do we choosethe right people to hire?, We value T-shaped people, Were looking
or people stronger than ourselves, Hiring is undamentally the sameacross all disciplinesPart 6: Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
What Is Valve Not Good At?What Happens When All This Stu Doesnt Work?Where Will You Take Us?
Glossary. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
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vii
2012 Valve Corporation. All Rights Reserved. Printed in the United States of America.
This handbook does not constitute an employment contract or binding policy and is subjectto change at any time. Either Valve or an employee can t erminate the employment relationshipat any time, with or without cause, with or without notice. Employment with Valve is at-will,and nothing in this handbook will alter that status.
First edition: March 2012
Valve CorporationBellevue, Washington USA
www.valvesotware.com
Designed by ValveTypeface: ITC New Baskerville
10 9 8 7 6 5 4 3 2 1
Preace
In 1996, we set out to make great games, but we knew back
then that we had to rst create a place that was designed
to oster that greatness. A place where incredibly talented
individuals are empowered to put their best work into the
hands o millions o people, with very little in their way.
This book is an abbreviated encapsulation o our guiding
principles. As Valve continues to grow, we hope that these
principles will serve each new person joining our ranks.
I you are new to Valve, welcome. Although the goals in
this book are important, its really your ideas, talent, and
energy that will keep Valve shining in the years ahead.
Thanks or being here. Lets make great things.
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VALV E: HAN DB OOK FOR NE W EMP LOY EE S
viii
How to Use This Book
This book isnt about ringe benets or how to set up your
workstation or where to nd source code. Valve works in
ways that might seem counterintuitive at rst. This hand-
book is about the choices youre going to be making and
how to think about them. Mainly, its about how not to
reak out now that youre here.
For more nuts-and-bolts inormation, theres an ocial Valve intranet
(http://intranet). Look or stu there like how to build a Steam
depot or whether eyeglasses are covered by your Flex Spending plan.
This book is on the intranet, so you can edit it. Once youve read it,
help us make it better or other new people. Suggest new sections,
or change the existing ones. Add to the Glossary. Or i youre not
all that comortable editing it, annotate it: make comments and
suggestions. Well collectively review the changes and old them
into uture revisions.
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Welcome to Valve
1
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VALV E: HAN DB OOK FOR NE W EMP LOY EE S
2 3
WEL COM E T O VALV E
Your First Day
So youve gone through the interview process, youve
signed the contracts, and youre nally here at Valve.
Congratulations, and welcome.
Valve has an incredibly unique way o doing things
that will make this the greatest proessional experience
o your lie, but it can take some getting used to. This
book was written by people whove been where you are
now, and who want to make your rst ew months here
as easy as possible.
Valve Facts That Matter
Valve is sel-unded. We havent ever brought in outside
nancing. Since our earliest days this has been incredibly
important in providing reedom to shape the company
and its business practices.
Valve owns its intellectual property. This is ar rom the
norm, in our industry or at most entertainment content-
producing companies. We didnt always own it all. But
thanks to some legal wrangling with our rst publisher
ater Half-Lifeshipped, we now do. This has reed us to
make our own decisions about our products. Valve is more than a game company.We started our
existence as a pretty traditional game company. And
were still one, but with a hugely expanded ocus. Which
is great, because we get to make better games as a result,
Fig. 1-1
Fig. 1-2
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VALV E: HAN DB OOK FOR NE W EMP LOY EE S
4
i
1
3
and weve also been able to diversiy. Were an entertain-
ment company. A sotware company. A platorm company.
But mostly, a company ull o passionate people who love
the products we create.
Welcome to Flatland
Hierarchy is great or maintaining predictability and
repeatability. It simplies planning and makes it easier to
control a large group o people rom the top down, whichis why military organizations rely on it so heavily.
But when youre an entertainment company thats spent
the last decade going out o its way to recruit the most
intelligent, innovative, talented people on Earth, telling
them to sit at a desk and do what theyre told obliterates
99 percent o their value. We want innovators, and that
means maintaining an environment where theyll fourish.
Thats why Valve is fat. Its our shorthand way o saying
that we dont have any management, and nobody reports
to anybody else. We do have a ounder/president, but
even he isnt your manager. This company is yours to
steertoward opportunities and away rom risks. You have
the power to green-light projects. You have the power to
ship products.
A fat structure removes every organizational barrier
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VALV E: HAN DB OOK FOR NE W EMP LOY EE S
6
between your work and the customer enjoying that work.
Every company will tell you that the customer is boss, but
here that statement has weight. Theres no red tape stop-
ping you rom guring out or yoursel what our customers
want, and then giving it to them.
I youre thinking to yoursel, Wow, that sounds like a
lot o responsibility, youre right. And thats why hiring is
the single most important thing you will ever do at Valve
(see Hiring , on page 43). Any time you interview a potential
hire, you need to ask yoursel not only i theyre talented or
collaborative but also i theyre capable o literally running
this company, because they will be.
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Why does your desk have wheels? Think o those wheels as a symbolic
reminder that you should always be considering where you could move
yoursel to be more valuable. But also think o those wheels as literal
wheels, because thats what they are, and youll be able to actually move
your desk with them.
Youll notice people moving requently; oten whole teams will move
their desks to be closer to each other. There is no organizational
structure keeping you rom being in close proximity to the people
who youd help or be helped by most.
The act that everyone is always moving around within the companymakes people hard to nd. Thats why we have http://usercheck it
out. We know where you are based on where your machine is plugged
in, so use this site to see a map o where everyone is right now.
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Settling In
2
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SETTLING IN
Your First Month
So youve decided where you put your desk. You know
where the coee machine is. Youre even pretty sure you
know what that one guys name is. Youre not reaking
out anymore. In act, youre ready to show up to work this
morning, sharpen those pencils, turn on your computer,
and then what?
This next section walks you through guring out what to
work on. Youll learn about how projects work, how cabalswork, and how products get out the door at Valve.
What to Work On
Why do I need to pick my own projects?
Weve heard that other companies have people allocate a
percentage o their time to sel-directed projects. At Valve,
that percentage is 100.
Since Valve is fat, people dont join projects because
theyre told to. Instead, youll decide what to work on
ater asking yoursel the right questions (more on that
later). Employees vote on projects with their eet (or desk
wheels). Strong projects are ones in which people can
see demonstrated value; they sta up easily. This means
there are any number o internal recruiting eorts
constantly under way.
I youre working here, that means youre good at your
job. People are going to want you to work with them on
their projects, and theyll try hard to get you to do so. But
the decision is going to be up to you. (In act, at times
youre going to wish or the luxury o having just one
person telling you what they think you should do, rather
than hundreds.)
But how do I decide which things to work on?
Deciding what to work on can be the hardest part o your
job at Valve. This is because, as youve ound out by now,
you were not hired to ll a specic job description. You
were hired to constantly be looking around or the most
valuable work you could be doing. At the end o a project,
you may end up well outside what you thought was your
core area o expertise.
Theres no rule book or choosing a project or task at
Valve. But its useul to answer questions like these:
O all the projects currently under way, whats the
most valuable thing I can be working on?
Which project will have the highest direct impacton our customers? How much will the work I ship
benet them?
Is Valve not doing something that it should be doing?
Whats interesting? Whats rewarding? What leverages
my individual strengths the most?
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VALV E: HAN DB OOK FOR NE W EMP LOY EE S
10 11
SETTLING IN
How do I fnd out what projects are under way?
There are lists o stu, like current projects, but by ar
the best way to nd out is to ask people. Anyone, really.
When you do, youll nd out whats going on around the
company and your peers will also nd out about you. Lots
o people at Valve want and need to know what you care
about, what youre good at, what youre worried about,
what youve got experience with, and so on. And the way
to get the word out is to start telling people all o those
things. So, while youre getting the lay o the land by
learning about projects, youre also broadcasting your
own status to a relevant group o people.
Got an idea or how Valve could change how we internally
broadcast project/company status? Great. Do it. In the
meantime, the chair next to anyones desk is always open,
so plant yoursel in it oten.
Short-term vs. long-term goals
Because we all are responsible or prioritizing our own
work, and because we are conscientious and anxious to be
valuable, as individuals we tend to gravitate toward projectsthat have a high, measurable, and predictable return or
the company. So when theres a clear opportunity on the
table to succeed at a near-term business goal with a clear
return, we all want to take it. And, when were aced with a
problem or a threat, and its one with a clear cost, its hard
not to address it immediately.
This sounds like a good thing, and it oten is, but it has
some downsides that are worth keeping in mind. Speci-
cally, i were not careul, these traits can cause us to race
back and orth between short-term opportunities and
threats, being responsive rather than proactive.
So our lack o a traditional structure comes with an
important responsibility. Its up to all o us to spend eort
ocusing on what we think the long-term goals o the com-
pany should be.
Someone told me to (or not to) work on X. And
theyve been here a long time!
Well, the correct response to this is to keep thinking about
whether or not your colleagues are right. Broaden the
conversation. Hold on to your goals i youre convinced
theyre correct. Check your assumptions. Pull more people
in. Listen. Dont believe that anyone holds authority over
the decision youre trying to make. They dont; but they
probably have valuable experience to draw rom, or inor-mation/data that you dont have, or insight thats new.
When considering the outcome, dont believe that anyone
but you is the stakeholder. Youre it. And Valves custom-
ers are who youre serving. Do whats right or them.
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VALV E: HAN DB OOK FOR NE W EMP LOY EE S
12 13
SETTLING IN
There are lots o stories about how Gabe has made important decisions
by himsel, e.g., hiring the whole Portal 1 team on the spot ater only
hal o a meeting. Although there are examples, like that one, where
this kind o decision making has been successul, its not the norm or
Valve. I it were, wed be only as smart as Gabe or management types,
and theyd make our important decisions or us. Gabe is the rst to say
that he cant be right nearly oten enough or us to operate that way.
His decisions and requests are subject to just as much scrutiny and
skepticism as anyone elses. (So i he tells you to put a avorite custom
knie design into Counter-Strike, you can just say no.)
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Whatever group youre in, whether youre building Steam
servers, translating support articles, or making the ten-
thousandth hat or Team Fortress 2, this applies to you. Its
crucial that you believe it, so well repeat it a ew more
times in this book.
What about all the things that Im not getting done?
Its natural in this kind o environment to constantly eel
like youre ailing because or every one task you decide
to work on, there will be dozens that arent getting your
attention. Trust us, this is normal. Nobody expects you
to devote time to every opportunity that comes your way.Instead, we want you to learn how to choose the most
important work to do.
How does Valve decide what to work on?
The same way we make other decisions: by waiting or
someone to decide that its the right thing to do, and then
letting them recruit other people to work on it with them.
We believe in each other to make these decisions, and this
aith has proven to be well-ounded over and over again.
But rather than simply trusting each other to just be
smart, we also constantly test our own decisions. Whenever
we move into unknown territory, our ndings dey our own
predictions ar more oten than we would like to admit.
Weve ound it vitally important to, whenever possible,
not operate by using assumptions, unproven theories, or
olk wisdom.
This kind o testing takes place across our business, rom
game development to hiring, to selling games on Steam.
Luckily, Steam is a antastic platorm or business learn-
ing. It exists to be an entertainment/service platorm or
our customers, and as such it also is a conduit or constant
communication between us and them.
Accepted truisms about sales, marketing, regionality, sea-
sonality, the Internet, purchasing behavior, game design,economics, and recruiting, etc., have proven wrong surpris-
ingly oten. So we have learned that when we take nearly
any action, its best to do so in a way that we can measure,
predict outcomes, and analyze results.
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VALV E: HAN DB OOK FOR NE W EMP LOY EE S
14 15
SETTLING IN
Recruiting can be a dicult process to instrument and
measure. Although we have always tried to be highly ratio-
nal about how we hire people, weve ound much room
or improvement in our approach over the years. We have
made signicant strides toward bringing more predict-
ability, measurement, and analysis to recruiting. A process
that many assume must be treated only as a sot art
because it has to do with humans, personalities, language,
and nuance, actually has ample room or a healthy dose
o science. Were not turning the whole thing over to
robots just yet though(see Hiring , on page 43).
Can I be included the next time Valve is deciding X?
Yes. Theres no secret decision-making cabal. No matter
what project, youre already invited. All you have to do is
either (1) Start working on it, or (2) Start talking to all the
people who you think might be working on it already and
nd out how to best be valuable. You will be welcomed
there is no approval process or red tape involved. Quite the
oppositeits your job to insert yoursel wherever you think
you should be.
Teams, Hours, and the Oce
Cabals
Cabals are really just multidisciplinary project teams. Weve
sel-organized into these largely temporary groups since
the early days o Valve. They exist to get a product or large
eature shipped. Like any other group or eort at the
company, they orm organically. People decide to join the
group based on their own belie that the groups work is
important enough or them to work on.= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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Fig. 2-1
For reerence, read the article on cabals by Ken Birdwell. It describes
where cabals came rom and what they meant to us early on:
http://tinyurl.com/ygam86p.
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VALV E: HAN DB OOK FOR NE W EMP LOY EE S
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SETTLING IN
Team leads
Oten, someone will emerge as the lead or a project.
This persons role is not a traditional managerial one.
Most oten, theyre primarily a clearinghouse o inorma-
tion. Theyre keeping the whole project in their head at
once so that people can use them as a resource to check
decisions against. The leads serve the team, while acting
as centers or the teams.
Structure happens
Project teams oten have an internal structure that orms
temporarily to suit the groups needs. Although people at
Valve dont have xed job descriptions or limitations on
the scope o their responsibility, they can and oten do
have clarity around the denition o their job on any
given day. They, along with their peers, eectively create a
job description that ts the groups goals. That description
changes as requirements change, but the temporary struc-
ture provides a shared understanding o what to expect
rom each other. I someone moves to a dierent group or
a team shits its priorities, each person can take on a com-pletely dierent role according to the new requirements.
Valve is not averse to all organizational structureit
crops up in many orms all the time, temporarily. But
problems show up when hierarchy or codied divisions o
labor either havent been created by the groups members
or when those structures persist or long periods o time.
We believe those structures inevitably begin to serve their
own needs rather than those o Valves customers. The
hierarchy will begin to reinorce its own structure by hiring
people who t its shape, adding people to ll subordinate
support roles. Its members are also incented to engage in
rent-seeking behaviors that take advantage o the power
structure rather than ocusing on simply delivering value
to customers.
Hours
While people occasionally choose to push themselves to
work some extra hours at times when something big is
going out the door, or the most part working overtime or
extended periods indicates a undamental ailure in plan-
ning or communication. I this happens at Valve, its a sign
that something needs to be reevaluated and corrected. I
youre looking around wondering why people arent in
crunch mode, the answers pretty simple. The thing we
work hardest at is hiring good people, so we want them tostick around and have a good balance between work and
amily and the rest o the important stu in lie.
I you nd yoursel working long hours, or just generally
eel like that balance is out o whack, be sure to raise the(contd on page19)
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A Timeline of Valves History
Valve is formed in Kirkland, WA,
by Gabe Newell and Mike Harrington.
1996
Formation papers are signed on the
same day as Gabes wedding.
Quake engine license is acquired
from id Software.
Production commences on the game
soon to be known asHalf-Life (HL).
Production commences on Valves
second game,Prospero.
Valve recruits and hires two game
teams, including the first international
employee from the UK.
1997
Gabe promises that ifHL becomes
the #1- selling game, the company
will take everyone on vacation.
After internal review,HL deemed
not good enough to ship.
HL team returns to the drawing boardand essentially starts over.
Prospero permanently shelved.
HFNE:96:97::01VA L 19
step 1. Unplug cords rom wallstep 2. Move your desk
step 3. Plug cords back into wall
step 4. Get back to work
Fig. 2-2 Method to move your desk
1.
3.
2.
4.
A LV E METHOD DIAG. 1
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1999 2000 2001
Valve establishes a pattern
of supporting the best
mods and occasionally
acquiring them.
Half-Life: Opposing Force
is released.
Expansion pack follows
events in Black Mesa
from the viewpoint of
an invading soldier.
Team Fortress Classic
is released.
Mike Harrington amicably
dissolves his partnership
with Gabe Newell, leaving
Newell as the sole head ofValve Corporation.
Counter-Strike (CS)
is released.
Ricochetis released.
Robin Walker demonstrates
to the mod community how
a game can be created
quickly and easily with
Valves SDK.
CS soon becomes the
worlds #1 premier online
action game.
Half-Life:Deathmatch
Classic is released.
Half-Life:Blue Shift
is released.
HFNE:99:00:01::03VA L
Half-Life: Day One OEM demo is released.
Following a certain Black Mesa Incident,
the world is never the same again.
Half-Life is released.
Released as a demo bundled with the
Voodoo Banshee graphics card, the OEM
release circulates far beyond its original
intended audience. Valve realizes the levelof anticipation for the full game.
1998
TeamFortress Software Pty. Ltd. is acquired.
Creators ofTeam Fortress (TF) join Valve and commence work
on Team Fortress Classic.
Valves first company vacation to Cabo San Lucas, Mexico.
# of employees: 30
# of children: 0
A LV E HFNE:98::02
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Source engine is unveiled.
Counter-Strike: Source (CSS) is released.Years of work on Valves new Source engine
technology finally come to light.
Counter-Strike:Condition Zero
is released.
Half-Life 2 (HL2) is released.
The worlds first (legal) look at the Source engine,
along with the game it powers: HL2.
HL2 appears as the first game available both
through Steam and in retail locations.
HL2 also becomes Valves
second Xbox title.
2004
Half-Life: Source is released.
The originalHL gets a visual upgrade.
HFNE:04::05VA L
Valve outgrows its original Kirkland
office space and moves to down-
town Bellevue, WA.
2002
Steam is announced at GDC.
Valves Steam offers to third parties its
new suite of tools and services, which
it had originally built to service its own
games likeHL and CS.
Valve Anti-Cheat (VAC) is released.In a field where rampant online cheating
ruins the experience for many customers,
Valve aggressively addresses the issue.
2003
Half-Life 2 (HL2) source code
is stolen.
A thief infiltrates Valves network to
steal and disperse the code base for
the still-in-productionHL2.
Years of speculation regarding the
Borealis and Kraken Base begin
Steam is released.
Day of Defeatis released.A popular mod gets full Valve support,
becoming one of its stalwart products.
CS is released as Valves first Xbox title.
A LV E HFNE:02:03::04
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Steamworks is unveiled, making the
business and technical tools of the
Steam platform available to third-
party developers free of charge.
Steam hits over 20 million users
and over 500 games.
2008
TF2 gets major class updates for Medic,
Pyro, and Heavy characters.
These updates are delivered via Steam
to all TF2 customers.
2009
Steam ships its first downloadable
content update for indie game
The Maw.
Steam Cloud is released, offering
seamless online storage of any file
types, including saved games,
configuration files, etc.
LEFT 4 DEAD 2
is released.
Presale numbers are
the biggest yet for a
Valve game.
Steam hits over 25 million users
and over 1,000 games.
TF2 releases The Sniper vs Spy Update
followed by outright WAR!
After this release, the TF2 updatesincrease rapidly: more than 280
have shipped in total.
TF2 ships its first hat.
HFNE:08:09::07 VA L
Left 4 Deadis released.2005 2006
2007
First third-party games are
released on Steam.A landmark in digital
distribution, Steamgives PC developers
an alternative to retail
for their games.
Half-Life 2:Lost Coast
tech demo is released.
Supported by the first
version of Valves popular
developer commentary.
Half-Life 2:Episode One
is released.
Valves first experiment in
episodic storytelling.
Half-Life Deathmatch:
Source is released.
Team Fortress 2 (TF2), the
long-awaited sequel to the
classic multiplayer game.
Half Life 2: Episode Two
raising the bar for emotional
storytelling.
Portalhailed worldwide as
an instant classic.
The Orange Boxis released
with two previously-released
titles and three new products:
Day of Defeat: Source
is released.
Valve hires six students
from DigiPen Institute of
Technology after seeing
their demo of the game,
Narbacular Drop.
Steam Community is released
with the first wave of features
designed to help friends
connect and socialize via
the Steam platform.
Steam reaches 15 million
active users, playing over
200 games.
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In 2012, Valve heads to the
Big Island of Hawaii for its
10th company vacation.
# of employees: 293
# of children: 185
2010 2011 2012
Valve moves to a more
expansive location in
Bellevue, WA.
Valve announces that
Steam and Source will be
available for Macintosh.
Portal 2 debuts on multiple
platforms to critical acclaim.
Valves 44th international hire
clears immigrationthis time
from Germany.
Q1: New employee handbook
rolls off press.
Valve announcesPortal 2
is launching in 2011.
Valve begins development
ofDota 2.
Dota 2 premieres at
Gamescom in Cologne,
Germany, with the
first annualDota 2
championship.
Whats next? You tell us
A LV E HFNE:10:11:12::08 19
SETTLING IN
issue with whomever you eel would help. Dina loves to orce
people to take vacations, so you can make her your rst stop.
The ofce
Sometimes things around the oce can seem a little too
good to be true. I you nd yoursel walking down the
hall one morning with a bowl o resh ruit and Stump-
town-roasted espresso, dropping o your laundry to be
washed, and heading into one o the massage rooms, dont
reak out. All these things are here or you to actually use.
And dont worry that somebodys going to judge you or
taking advantage o itrelax! And i you stop on the way
back rom your massage to play darts or work out in the
Valve gym or whatever, its not a sign that this place is going
to come crumbling down like some 1999-era dot-com start-
up. I we ever institute caviar-catered lunches, though, then
maybe somethings wrong. Denitely panic i theres caviar.
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VALV E: HAN DB OOK FOR NE W EMP LOY EE S
20 21
SETTLING IN
Fig. 2-3
Risks
What i I screw up?
Nobody has ever been red at Valve or making a mistake.
It wouldnt make sense or us to operate that way. Providing
the reedom to ail is an important trait o the company
we couldnt expect so much o individuals i we also penal-
ized people or errors. Even expensive mistakes, or ones
which result in a very public ailure, are genuinely looked at
as opportunities to learn. We can always repair the mistakeor make up or it.
Screwing up is a great way to nd out that your assump-
tions were wrong or that your model o the world was a
little bit o. As long as you update your model and move
orward with a better picture, youre doing it right. Look
or ways to test your belies. Never be araid to run an ex-
periment or to collect more data.
It helps to make predictions and anticipate nasty out-
comes. Ask yoursel what would I expect to see i Im
right? Ask yoursel what would I expect to see i Im
wrong? Then ask yoursel what do I see? I something
totally unexpected happens, try to gure out why.
There are still some bad ways to ail. Repeating the same
mistake over and over is one. Not listening to customers or
peers beore or ater a ailure is another. Never ignore the
evidence; particularly when it says youre wrong.
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23
SETTLING IN
Fig. 2-5
But what i we ALL screw up?
So i every employee is autonomously making his or
her own decisions, how is that not chaos? How does
Valve make sure that the company is heading in the
right direction? When everyone is sharing the steering
wheel, it seems natural to ear that one o us is going
to veer Valves car o the road.
Over time, we have learned that our collective ability
to meet challenges, take advantage o opportunity, and
respond to threats is ar greater when the responsibilityor doing so is distributed as widely as possible. Namely,
to every individual at the company.
We are all stewards o our long-term relationship with
our customers. They watch us, sometimes very publicly,
Fig. 2-4 Methods to nd out whats going on
step 1. Talk to someone in a meetingstep 2. Talk to someone in the elevator
step 3. Talk to someone in the kitchen
step 4. Talk to someone in the bathroom
1.
3.
2.
4.
A LV E METHOD DIAG. 2
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VALV E: HAN DB OOK FOR NE W EMP LOY EE S
24
How Am I Doing?
3
make mistakes. Sometimes they get angry with us. But
because we always have their best interests at heart, theres
aith that were going to make things better, and that i
weve screwed up today, it wasnt because we were trying
to take advantage o anyone.
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VALV E: HAN DB OOK FOR NE W EMP LOY EE S
26 27
HOW AM I DOING?
prescriptive, and designed to be put to use by the person
youre talking about.
The eedback is then gathered, collated, anonymized,
and delivered to each reviewee. Making the eedback
anonymous denitely has pros and cons, but we think its
the best way to get the most useul inormation to each
person. Theres no reason to keep your eedback about
someone to yoursel until peer review time i youd like to
deliver it sooner. In act, its much better i you do so oten,
and outside the constraints o ocial peer reviews.
When delivering peer review eedback, its useul to keep
in mind the same categories used in stack ranking because
they concretely measure how valuable we think someone is.
Stack ranking (and compensation)
The other evaluation we do annually is to rank each other
against our peers. Unlike peer reviews, which generate
inormation or each individual, stack ranking is done in
order to gain insight into whos providing the most value at
the company and to thereby adjust each persons compen-
sation to be commensurate with his or her actual value.Valve pays people very well compared to industry norms.
Our protability per employee is higher than that o
Google or Amazon or Microsot, and we believe strongly
that the right thing to do in that case is to put a maximum
Your Peers and Your Perormance
We have two ormalized methods o evaluating each other:
peer reviews and stack ranking. Peer reviews are done in
order to give each other useul eedback on how to best
grow as individual contributors. Stack ranking is done
primarily as a method o adjusting compensation. Both
processes are driven by inormation gathered rom each
otheryour peers.
Peer reviews
We all need eedback about our perormancein order
to improve, and in order to know were not ailing. Once
a year we all give each other eedback about our work.
Outside o these ormalized peer reviews, the expectation
is that well just pull eedback rom those around us when-
ever we need to.
There is a ramework or how we give this eedback to
each other. A set o people (the set changes each time)
interviews everyone in the whole company, asking who
each person has worked with since the last round o peer
reviews and how the experience o working with each
person was. The purpose o the eedback is to provide
people with inormation that will help them grow. That
means that the best quality eedback is directive and
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29
HOW AM I DOING?
amount o money back into each employees pocket. Valve
does not win i youre paid less than the value you create.
And people who work here ultimately dont win i they get
paid more than the value they create.
So Valves goal is to get your compensation to be cor-
rect. We tend to be very fexible when new employees are
joining the company, listening to their salary requirements
and doing what we can or them. Over time, compensation
gets adjusted to t an employees internal peer-driven valu-
ation. Thats what we mean by correctpaying someone
what theyre worth (as best we can tell using the opinions
o peers).
The removal o bias is o the utmost importance to Valve in
this process. We believe that our peers are the best judgeso our value as individuals. Our fat structure eliminates
some o the bias that would be present in a peer-ranking
system elsewhere. The design o our stack-ranking process
is meant to eliminate as much as possible o the remainder.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
I you think your compensation isnt right or the work you do, then
you should raise the issue. At Valve, these conversations are surprisingly
easy and straightorward. Adjustments to compensation usually occur
within the process described here. But talking about it is always the
right thing i theres any issue. Fretting about your level o compensa-
tion without any outside inormation about how i t got set is expensive
or you and or Valve.
Fig. 3-1 Method to working without a boss
step 1. Come up with a bright ideastep 2. Tell a coworker about it
step 3. Work on it together
step 4. Ship it!
1.
3.
2.
4.
A LV E METHOD DIAG. 3
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VALV E: HAN DB OOK FOR NE W EMP LOY EE S
30 Fig. 3-2
Each project/product group is asked to rank its own
members. (People are not asked to rank themselves, so we
split groups into parts, and then each part ranks people
other than themselves.) The ranking itsel is based on the
ollowing our metrics:
1. Skill Level/Technical Ability
How dicult and valuable are the kinds o problems
you solve? How important/critical o a problem can you
be given? Are you uniquely capable (in the company?
industry?) o solving a certain class o problem, deliver-
ing a certain type o art asset, contributing to design,
writing, or music, etc.?
2. Productivity/Output
How much shippable (not necessarily shipped to outside
customers), valuable, nished work did you get done?
Working a lot o hours is generally not related to produc-
tivity and, ater a certain point, indicates ineciency.
It is more valuable i you are able to maintain a sensible
work/lie balance and use your time in the oce e-ciently, rather than working around the clock.
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VALV E: HAN DB OOK FOR NE W EMP LOY EE S
32 33
HOW AM I DOING?
By choosing these categories and basing the stack ranking
on them, the company is explicitly stating, This is what
is valuable. We think that these categories oer a broad
range o ways you can contribute value to the company.
Once the intra-group ranking is done, the inormation
gets pooled to be company-wide. We wont go into that
methodology here. There is a wiki page about peer eedback
and stack ranking with some more detail on each process.
3. Group Contribution
How much do you contribute to studio process, hiring,
integrating people into the team, improving workfow,
ampliying your colleagues, or writing tools used by
others? Generally, being a group contributor means
that you are making a tradeo versus an individual
contribution. Stepping up and acting in a leadership
role can be good or your group contribution score,
but being a leader does not impart or guarantee a
higher stack rank. It is just a role that people adopt
rom time to time.
4. Product Contribution
How much do you contribute at a larger scope than your
core skill? How much o your work matters to the prod-
uct? How much did you infuence correct prioritization
o work or resource trade-os by others? Are you good
at predicting how customers are going to react to deci-
sions were making? Things like being a good playtester
or bug nder during the shipping cycle would all into
this category.
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Choose YourOwn Adventure
4
step 1. Find someone to watch your catsstep 2. Board our chartered fight
step 3. Relax by the pool
step 4. Relax by the pool some more
Fig. 3-3 Method to taking the company trip
1.
3.
2.
4.
A LV E METHOD DIAG. 4
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VALV E: HAN DB OOK FOR NE W EMP LOY EE S
36 37
CHOOSE YOUR OWN ADVENTURE
who interact with others outside the company call them-
selves by various titles because doing so makes it easier to
get their jobs done.
Inside the company, though, we all take on the role that
suits the work in ront o us. Everyone is a designer. Every-
one can question each others work. Anyone can recruit
someone onto his or her project. Everyone has to unction
as a strategist, which really means guring out how to do
whats right or our customers. We all engage in analysis,
measurement, predictions, evaluations.
One outward expression o these ideals is the list o
credits that we put in our gamesits simply a long list o
names, sorted alphabetically. Thats it. This was intentional
when we shipped Half-Life, and were proud to continue
the tradition today.
Advancement vs. growth
Because Valve doesnt have a traditional hierarchical
structure, it can be conusing to gure out how Valve ts
into your career plans. Beore Valve, I was an assistant
technical second animation director in Hollywood. I hadplanned to be a director in ve years. How am I supposed
to keep moving orward here?
Working at Valve provides an opportunity or extremely
ecient and, in many cases, very accelerated, career
Fig. 4-1
Your First Six Months
Youve solved the nuts-and-bolts issues. Now youre moving
beyond wanting to just be productive day to dayyoure
ready to help shape your uture, and Valves. Your own
proessional development and Valves growth are both now
under your control. Here are some thoughts on steering
both toward success.
Roles
By now its obvious that roles at Valve are fuid. Tradition-
ally at Valve, nobody has an actual title. This is by design, to
remove organizational constraints. Instead we have things
we call ourselves, or convenience. In particular, people
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VALV E: HAN DB OOK FOR NE W EMP LOY EE S
38 39
CHOOSE YOUR OWN ADVENTURE
Most people who t well at Valve will be better-
positioned ater their time spent here than they could
have been i theyd spent their time pretty much
anywhere else.
Putting more tools in your toolbox
The most successul people at Valve are both (1) highly
skilled at a broad set o things and (2) world-class experts
within a more narrow discipline. (See T-shaped people on
page 46.)Because o the talent diversity here at Valve, its
oten easier to become stronger at things that arent your
core skill set.
Engineers: code is only the beginning
I you were hired as a sotware engineer, youre now sur-
rounded by a multidisciplinary group o experts in all kinds
o eldscreative, legal, nancial, even psychological.
Many o these people are probably sitting in the same room
as you every day, so the opportunities or learning are huge.
Take advantage o this act whenever possible: the more
you can learn about the mechanics, vocabulary, and analysiswithin other disciplines, the more valuable you become.
Non-Engineers: program or be programmed
Valves core competency is making sotware. Obviously,
growth. In particular, it provides an opportunity to broaden
ones skill set well outside o the narrow constraints that
careers can have at most other companies.
So the growth ladder is tailored to you. It operates
exactly as ast as you can manage to grow. Youre in charge
o your track, and you can elicit help with it anytime rom
those around you. FYI, we usually dont do any ormalizedemployee development (course work, mentor assign-
ment), because or senior people its mostly not eective.
We believe that high-perormance people are generally
sel-improving.
Fig. 4-2
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Valve Is Growing
5
VALV E: HAN DB OOK FOR NE W EMP LOY EE S
40
dierent disciplines are part o making our products, but
were still an engineering-centric company. Thats
because the core o the sotware-building process is
engineering. As in, writing code. I your expertise is
not in writing code, then every bit o energy you put
into understanding the code-writing part o making
sotware is to your (and Valves) benet. You dont
need to become an engineer, and theres nothing
that says an engineer is more valuable than you. But
broadening your awareness in a highly technical
direction is never a bad thing. Itll either increase
the quality or quantity o bits you can put into boxes,
which means aecting customers more, which means
youre valuable.
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VALV E: HAN DB OOK FOR NE W EMP LOY EE S
42 43
VALV E IS GR OWI NG
We do not have a growth goal. We intend to continue
hiring the best people as ast as we can, and to continue
scaling up our business as ast as we can, given our existing
sta. Fortunately, we dont have to make growth decisions
based on any external pressuresonly our own business
goals. And were always ree to temper those goals with the
long-term vision or our success as a company. Ultimately,
we win by keeping the hiring bar very high.
Hiring
Fig. 5-1
Your Most Important Role
Concepts discussed in this book sound like they might work
well at a tiny start-up, but not at a hundreds-o-people-plus-
billions-in-revenue company. The big question is: Does all
this stu scale?
Well, so ar, yes. And we believe that i were careul, it
will work better and better the larger we get. This might
seem counterintuitive, but its a direct consequence o
hiring great, accomplished, capable people. Getting thisto work right is a tricky proposition, though, and depends
highly on our continued vigilance in recruiting/hiring.
I we start adding people to the company who arent as
capable as we are at operating as high-powered, sel-
directed, senior decision makers, then lots o the stu
discussed in this book will stop working.
One thing thats changing as we grow is that were not
great at disseminating inormation to everyone anymore
(see What is Valvenotgood at?, on page 52).
On the positive side, our protability per employee is
going up, so by that measure, were certainly scaling correctly.
Our rate o hiring growth hovered between 10 and 15
percent per year, or years. In 2010, we sped up, but only to
about 20 percent per year. 2011 kept up this new pace,
largely due to a wave o hiring in Support.
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VALV E: HAN DB OOK FOR NE W EMP LOY EE S
44 45
VALV E IS GR OWI NG
adding a great person can create value across the whole
company. Missing out on hiring that great person is likely
the most expensive kind o mistake we can make.
Usually, its immediately obvious whether or not weve
done a great job hiring someone. However, we dont have
the usual checks and balances that come with having
managers, so occasionally it can take a while to understand
whether a new person is tting in. This is one downside o
the organic design o the companya poor hiring decision
can cause lots o damage, and can sometimes go unchecked
or too long. Ultimately, people who cause damage always
get weeded out, but the harm they do can still be signicant.
How do we choose the right people to hire?
An exhaustive how-to on hiring would be a handbook o
its own. Probably one worth writing. Itd be tough or us to
capture because we eel like were constantly learning really
important things about how we hire people. In the mean-
time, here are some questions we always ask ourselves when
evaluating candidates:
Would I want this person to be my boss? Would I learn a signicant amount rom him or her?
What i this person went to work or our competition?
Across the board, we value highly collaborative people.
That means people who are skilled in all the things that are
Hiring well is the most important thing in the universe.
Nothing else comes close. Its more important than breath-
ing. So when youre working on hiringparticipating in
an interview loop or innovating in the general area o
recruitingeverything else you could be doing is stupid
and should be ignored!
When youre new to Valve, its super valuable to start
being involved in the interview process. Ride shotgun with
people whove been doing it a long time. In some ways, our
interview process is similar to those o other companies,
but we have our own take on the process that requires
practice to learn. We wont go into all the nuts and bolts in
this bookask others or details, and start being included
in interview loops.
Why is hiring well so important at Valve?
At Valve, adding individuals to the organization can infu-
ence our success ar more than it does at other companies
either in a positive or negative direction. Since theres
no organizational compartmentalization o people here,
Bring your riends. One o the most valuable things you can do as a
new employee is tell us who else you think we should hire. Assuming
that you agree with us that Valve is the best place to work on Earth,
then tell us about who the best people are on Earth, so we can bring
them here. I you dont agree yet, then wait six months and ask
yoursel this question again.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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VALV E: HAN DB OOK FOR NE W EMP LOY EE S
46 47
VALV E IS GR OWI NG
Were looking or people stronger than ourselves.
When unchecked, people have a tendency to hire others
who are lower-powered than themselves. The questions
listed above are designed to help ensure that we dont
start hiring people who are useul but not as powerul
as we are. We should hire people more capable than
ourselves, not less.
In some ways, hiring lower-powered people is a naturalresponse to having so much work to get done. In these
conditions, hiring someone who is at least capable seems
(in the short term) to be smarter than not hiring anyone at
all. But thats actually a huge mistake. We can always bring
Fig. 5-2
integral to high-bandwidth collaborationpeople who can
deconstruct problems on the fy, and talk to others as they
do so, simultaneously being inventive, iterative, creative,
talkative, and reactive. These things actually matter ar more
than deep domain-specic knowledge or highly developed
skills in narrow areas. This is why well oten pass on candi-
dates who, narrowly dened, are the best at their chosen
discipline.
O course its not quite enough to say that a candidate
should collaborate wellwe also reer to the same our
metrics that we rely on when evaluating each other to evalu-
ate potential employees (See Stack ranking, on page 27).
We value T-shaped people.
That is, people who are both generalists (highly skilled at
a broad set o valuable thingsthe top o the T) and also
experts (among the best in their eld within a narrow disci-
plinethe vertical leg o the T).
This recipe is important or success at Valve. We oten
have to pass on people who are very strong generalists with-
out expertise, or vice versa. An expert who is too narrow hasdiculty collaborating. A generalist who doesnt go deep
enough in a single area ends up on the margins, not really
contributing as an individual.
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48 49
VALV E IS GR OWI NG
Q: I all this stu has worked well or us, why doesnt every company
work this way?
A: Well, its really hard. Mainly because, rom day one, it requires a
commitment to hiring in a way thats very dierent rom the way most
companies hire. It also requires the discipline to make the design o
the company more important than any one short-term business goal.
And it requires a great deal o reedom rom outside pressurebeing
sel-unded was key. And having a ounder who was condent enough
to build this kind o place is rare, indeed.
Another reason that its hard to run a company this way is that it
requires vigilance. Its a one-way trip i the core values change, and
maintaining them requires the ull commitment o everyone
especially those whove been here the longest. For senior people
at most companies, accumulating more power and/or money over
time happens by adopting a more hierarchical culture.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
on temporary/contract help to get us through tough spots,
but we should never lower the hiring bar. The other reason
people start to hire downhill is a political one. At most
organizations, its benecial to have an army o people
doing your bidding. At Valve, though, its not. Youd
damage the company and saddle yoursel with a broken
organization. Good times!
Hiring is undamentally the same across all disciplines.
There are not dierent sets o rules or criteria or engi-
neers, artists, animators, and accountants. Some details are
dierentlike, artists and writers show us some o their
work beore coming in or an interview. But the actual
interview process is undamentally the same no matter who
were talking to.
With the bar this high, would I be hired today? Thats
a good question. The answer might be no, but thats actu-
ally awesome or us, and we should all celebrate i its true
because it means were growing correctly. As long as youre
continuing to be valuable and having un, its a moot
point, really.
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Epilogue
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52 53
EPILOGUE
What Happens When All This StuDoesnt Work?
Sometimes, the philosophy and methods outlined in this
book dont match perectly with how things are going day
to day. But were condent that even when problems persist
or a while, Valve roots them out.
As you see it, are there areas o the company in which
the ideals in this book are realized more ully than others?
What should we do about that? Are those dierences a
good thing? What would you change? This handbook
describes the goals we believe in. I you nd yoursel in
a group or project that you eel isnt meeting these goals,
be an agent o change. Help bring the group around.
Talk about these goals with the team and/or others.
What Is ValveNotGood At?
The design o the company has some downsides. We usu-
ally think theyre worth the cost, but its worth noting that
there are a number o things we wish we were better at:
Helping new people nd their way. We wrote this
book to help, but as we said above, a book can only
go so ar.
Mentoring people. Not just helping new people gure
things out, but proactively helping people to growin areas where they need help is something were
organizationally not great at. Peer reviews help, but
they can only go so ar.
Disseminating inormation internally.
Finding and hiring people in completely new
disciplines (e.g., economists! industrial designers!).
Making predictions longer than a ew months out.
We miss out on hiring talented people who preer to
work within a more traditional structure. Again, this
comes with the territory and isnt something we should
change, but its worth recognizing as a sel-imposed
limitation.
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54 55
Glossary
Jargon. Lingo. Code words.
14-Year-Old BoyI you see one running your project, dont worry. Thatsactually 57-year-old Josh Weier (see Josh Weier). I you have any extra stemcells, give them to him! He bathes in them daily.
AustraliaA place thats either very near or is New Zealand where morethan hal o Valves employees were born.
City o SeattleWhere Valves ounders promised wed locate our ocebeore pulling a massive bait and switch to the Eastside (see also Greg Coomer).
Coee Machine, Right-hand DispenserThe dispenser in all coeemachines at Valve that holds the decaeinated coee beans. To the best oour knowledge, these have never needed to be relled. For all we know, thebeans are decorative plastic.
Company VacationEvery year, the company gathers all the employees andour amilies, fies us somewhere tropical, and gives us a ree weeklongvacation. Popular pastimes include beard contests, snorkeling, ice creamsocials, jet skiing, or just sitting on the beach chatting with the locals abouthow many googly-eyed seashells you should buy rom them. (Your eeling:none. Their counteroer: Just buy ve then.)
Empty Shel on Fith FloorPlace were planning on putting all thoseawards or Ricochetonce the gaming world nally catches up with it.
FishbowlThe conerence room by the lunchroom. The one with a bigglass wall. Dont let the name throw youwe dont actually use it as ashbowl! Except, o course, on Fishbowl Fridays, where we ll it up with tenthousand gallons o putrid saltwater so that all the manta rays and sharks
will have something to breathe while they ght to the death. You wont seeit in your list o benets, not because it isnt un, but because it is illegal.
Freight Elevator(See Method to move your desk, on page 18.)
Gabe NewellO all the people at this company who arent your boss,Gabe is the MOST not your boss, i you get what were saying.
Where Will You Take Us?
Valve will be a dierent company a ew years rom now
because you are going to change it or the better. We cant
wait to see where you take us. The products, eatures, and
experiences that you decide to create or customers are
the things that will dene us.
Whether its a new game, a eature in Steam, a way to
save customers money, a painting that teaches us whats
beautiul, something that protects us rom legal threats,a new typeace, an idea or how to be healthier while we
work, a new hat-making tool or TF2, a spectacular ani-
mation, a new kind o test that lets us be smarter, a game
controller that can tell whether youre scared or a toy that
makes our-year-olds laugh, or (more likely) something
nobodys thought o yetwe cant wait to see what kind
o uture you choose to build at Valve.
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VALV E: HANDBOOK FOR NEW EMPLOYEES
Greg CoomerThe only person who cares or remembers that somebodyonce might have said wed move to Seattle.
KnivesThat which one can never own enough o. A vast collection othem is in no way a Freudian compensation.
ManagerThe kind o people we dont have any o. So i you see one, tellsomebody, because its probably the ghost o whoever was in this buildingbeore us. Whatever you do, dont let him give you a presentation onparadigms in spectral proactivity.
Mann Co.Maker o square, unsae products or men that occasionallycatch on re, and more occasionally, work as advertised. Owned andoperated by Saxton Hale (see Australia).
Parking Garage ElevatorsAutonomous hostage-taking devices with a willo their own. Beware.
PlaytestingWhat we do early and oten. And loudly, i Karen is the tester.
PoniesThe animals most beloved by those away rom their computers,and most despised by people who preer to hear jokes just once.
Scorpions, Poison, QueenRepeated exposure to our bathrooms Pavlov-ian rock block soundtrack will ensure that youll never be able to relieve
yoursel again unless someone hums Rock You like a Hurricane.
Shitty WizardPerson responsible or allDota 2bugs. AkaFinol.
Talk AliasMarc Laidlaws internal blog.
(Un)weighted Companion PillowThe thing Erik Wolpaw carries aroundwith him and covers his mouth with ater others have sat on it.
Valve ActivitiesYou will learn to love blacksmithing.
Josh WeierVariously pronounced Josh Weere, Josh Wire, JoshWoe-Rue, Josh wuhh[trailing o], and Josh Joshington by those o uswho stopped caring. Theyre all equally valid!
WFHWorking From Home. What to do i a single snowfake alls out othe sky.