Portrait of Gabe Newell.

Gabe Newell

Valve Boss, PC Gaming’s Gatekeeper

He left Microsoft after thirteen years, scrapped a mediocre Half-Life for a better one, then made every buyer of Half-Life 2 install Steam. His store now decides much of PC gaming.

Rebuild It
Throws out a mediocre game and pays to make it again.
Silent Playtest
Has staff watch strangers play in silence, then make a hundred changes.
Mandatory Steam
Forces an online account onto every copy of Half-Life 2.

Gabe Newell

Steward of Valve and Steam

Start hereHalf-LifeValve team; Gabe Newell and Mike Harrington, co-founders and executive producersExplore official project

Valve began by rebuilding a game it could have shipped. Gabe Newell’s willingness to finance that costly second attempt helped make Half-Life possible; Steam later applied the same appetite for changing the rules to the way games reached their players. Both stories turn on the people he brought together and the power a platform acquires.

1983–1996

Leaving a platform to make a game

After thirteen years at Microsoft, Newell left with Mike Harrington to found and finance Valve in 1996. They licensed id Software’s Quake source code, then built a studio while building its first game. In Valve’s anniversary oral history, Newell describes those as simultaneous design problems: what kind of software company could find and organise the talent a changing medium required?

Valve recruited mod makers Steve Bond and John Guthrie, science-fiction novelist Marc Laidlaw, and people whose prior experience ranged from commercial games to law and restaurant management. Newell and Harrington supplied capital, hiring judgment and a willingness to keep going; that unlikely company had to learn how to turn its different skills into one playable world.

Major games and software projects

  • 1998 · Valve team; Gabe Newell and Mike Harrington, co-founders and executive producers

    Half-Life

    Explore & play

    About this object

    PC CD-ROM. A Dæmon display study using artwork from the work, rather than a reproduction of its retail label. A physical edition of this work is represented. The printed face uses existing work artwork as an interpretation, rather than claiming to reproduce that edition’s original label.

    Artwork source · Physical edition

  • 2004 · Valve team; Gabe Newell, executive producer

    Half-Life 2

    Explore & play

    About this object

    PlayStation 3 Blu-ray · The Orange Box edition. A Dæmon display study using artwork from the work, rather than a reproduction of its retail label. A physical edition of this work is represented. The printed face uses existing work artwork as an interpretation, rather than claiming to reproduce that edition’s original label. Represents the 2007 PlayStation 3 Orange Box collection containing Half-Life 2, rather than the original 2004 PC edition.

    Artwork source · Physical edition

  • 2007 · Valve team, developed from the Narbacular Drop student concept

    Portal

    Explore & play

    About this object

    PlayStation 3 Blu-ray · The Orange Box edition. A Dæmon display study using artwork from the work, rather than a reproduction of its retail label. A physical edition of this work is represented. The printed face uses existing work artwork as an interpretation, rather than claiming to reproduce that edition’s original label. Represents Portal within the 2007 PlayStation 3 Orange Box collection; it is not a standalone Portal console disc.

    Artwork source · Physical edition

Software platforms and hardware