I began by asking Robin Walker how it was that the Team Fortress guys came to be working at Valve back in 1997. They still sound like gamers, perhaps in a large part because they, like every developer at Valve is required to, stay in constant communication with the people who play their games. Both talk about game development in terms of the player’s needs and desires. Charlie Brown discusses coding in the way a quietly modest father might mention his pride for his son. He seems almost oblivious to his elevated position. Robin Walker, an original member of the Australian Team Fortress development team, still talks about himself as if he were a modder. Both represent an aspect of the ways Valve is different from any other gaming company I know of. But despite this disparity, they gel neatly together, finishing each other's sentences (it’s just that Charlie finishes with a word, and Robin with another couple of paragraphs). TF2 developers Robin Walker and Charlie Brown are an excellent double act. In Part Two we get into specifics over the nine classes, how it was only by being funny that they were able to finish the game, and, inevitably, talk about Peggle.
HOW TO PLAY 2007 TF2 MOD
In this first part of our two-part interview with Team Fortress 2 developers Robin Walker and Charlie Brown, we talk about the pathways from the modding community to working at Valve, the long development of TF2 and the changes it went through, Valve's thoughts on parallel mod Fortress Forever, and how the art design plays such a major role in how we play the game.