Mark didn’t put together a PowerPoint deck. He didn’t bring a spreadsheet. He didn’t bother thinking up an elaborate pitch. That’s not how game developers work. And it’s not how we work.
So when the intense, dark-eyed senior technical evangelist dropped by Valve’s Seattle headquarters in July 2013 to suggest the game developer try something radical with two of its most storied titles, Mark just tossed his SHIELD to a member of Valve’s engineering team.
How Some of Valve's Best Games Came to SHIELD
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