Driverheaven.net: From a developer's perspective when creating Half-Life2 how did the major graphics card companies assist in resolving any issues? Were they quick to respond with driver fixes or technical responses, and would you have hoped for more input from them?
Gabe Newell: If you look at the surveys we've done of the hardware our customers have (on Speakeasy.net), there are two companies that dominate - NVIDIA and ATI. We've spent a lot of time working with both companies. Right now for the DX9 generation, ATI is significantly ahead in terms of absolute performance and price/performance. We are working pretty hard with NVIDIA to try to optimize the situation with regards to getting their performance up to snuff. We spend more of our time with ATI working on new features like high-dynamic range rendering (HDR) which is a new technique to create more life-like lighting.
Driverheaven.net: On average, how long did it take to create each part of the game, such as the engine, the maps, the weapons, the missions, script etc.? And how many people have been involved in creating the game?
Gabe Newell: We actually don't keep super close tabs on that stuff that way as we tend to iterate and revisit stuff over the course of the project. For example some of our models were "finished" four years ago, but now that we have the rest of the game, we are going back and doing another pass on them to bring them up to the same art standards as the rest of the game, simply because our art has matured over the process of creating Half-Life 2. We share a lot of pieces in the company. The Source engine is being developed and used by both Half Life 2 and Team Fortress
2. The same is true for the tools. The Steam group is building the UI and VGUI 2, which is incorporated into Half-Life 2. If you count everybody who has touched something that will go into Half-Life 2, then that's most of the company (we're at around 85 people right now).
Read on: http://www.driverheaven.net/dhinterviews/gabenewell/