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Finally, after Valve gave each attendee a disk containing HL2 and these editing tools, we were able to take them home and examine their functionality. Valve made it fun as you entered into a hallway with 3 separate entrances. The first is labeled Color Correction, the second room is labeled Film Grain Effects, and the third hallway takes you to a door which is labeled User Interface. I just wanted to show you what these pads looked like and another way at looking at some of these filmic effects that Valve put together.

 

 

 


 

The pad above activates the color user interface and the color correction tools. How about a black and white effect? Pretty stark eh?


Black and White

Day as Night

Day as night pad providing some interesting contrasts. Let’s slide over to the High Contrast pad next.


High Contrast

Sepia Tone


Film Grain

Film Grain Colour


Split screen Film Grain

 

This pad above shows no film grain effect on the left side while you have film grain appearance on the right side.

In his closing remarks, Marc Scaparro commented on the trailer and explained his reasons why they used the effects they did and where. For instance he said they used black and white effects at the beginning of the faux WWII news reel DOD trailer, and then transitioned to deeper color in order to draw focus to the balcony window. He said that color correction was made easier with the Photoshop like controls. On the interior shots, color correction was used because these particular scenes were considered too dark to see what was going on. The focus shifts to the sky, then the window at a later point in the trailer, before it pops away from the window and down to the falling helmet.

Gabe Newell commented that this trailer would be “useful in marketing” and also stated that Valve wanted to “Put something out there to tell people what the experience of playing DOD is like.” Valve would like to see people making specific benchmarks from the SDK’s, created for specific needs.

I asked Gabe the following question – Are you going to use this technology besides marketing to produce shorts, i.e. comedy shorts or episodic content? Gabe answered “We’ll see how people react to the DOD shorts. We have upcoming concepts to work into the release, and if people like the DOD trailer then we will probably do more, with upcoming content releases.”

Forbes 2006 Investment Guide, published December 12th, 2005, proved a very good guy. On page 64 you will find a feature article in their technology section featuring Valve and Gabe Newell. The article goes on to state that Gabe began Valve in 1996 and has poured over $15 million dollars of his own money into the company. After asking Gabe Newell my own question about Valve developing episodic shorts, it was interesting to read the answer he gave Forbes magazine, when he stated “No one has created the Yahoo for games. That’s our opportunity” says Newell, who plans to start selling music and minimovies on Steam next year. So folks, it looks like Forbes wangled a bit more out of Gabe than I was able to. The picture below was scanned from page 65 of the Forbes Magazine article, which is definitely worth a read for investors and gaming aficionados alike.


Gabe Newell

In conclusion, Valve stated over and over again during this presentation how realism can be increased by implying complexity. The use of their filmic effects over existing game assets is a coup to the company and to the multitude of gaming enthusiasts and modders out there. The non real-time effects were Motion Blur and Depth of Field. The real time effects were Color Correction, and the use of Film Grain and Dust. It was once again my pleasure to visit the Valve enclave and see indeed what tricks were up the proverbial sleeve of Valve, a constant innovator in their field. I’d like to thank Gabe Newell, Doug Lombardi and Kathy Gehrig, for making the arrangements for DriverHeaven to attend.

 


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