1609 lines
58 KiB
Plaintext
1609 lines
58 KiB
Plaintext
Member Handbook
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============================================================
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HAN DB O OK FO R
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N E W E MPL OYE E S
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========================================================
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A fearless adventure
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in knowing what to do
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when no one’s there
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telling you what to do
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FIRST EDITION
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2012
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Table of Contents
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Preface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . vii
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How to Use This Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . viii
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Part 1: Welcome to Valve . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
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Your First Day
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Valve Facts That Matter
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Welcome to Flatland
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Part 2: Settling In . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
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Dedicated to the families
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of all Valve employees.
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Thank you for helping us make
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such an incredible place.
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Your First Month
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What to Work On
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Why do I need to pick my own projects?, But how do I decide which things to
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work on?, How do I find out what projects are under way?, Short-term vs. long term goals, What about all the things that I’m not getting done?, How does
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Valve decide what to work on? Can I be included the next time Valve is
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deciding X?
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Teams, Hours, and the Office
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Cabals, Team leads, Structure happens, Hours, The office
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Risks
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What if I screw up?, But what if we ALL screw up?
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Part 3: How Am I Doing? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
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Your Peers and Your Performance
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Peer reviews, Stack ranking (and compensation)
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Part 4: Choose Your Own Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
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Your First Six Months
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Roles, Advancement vs. growth, Putting more tools in your toolbox
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Part 5: Valve Is Growing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
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Your Most Important Role
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Hiring, Why is hiring well so important at Valve?, How do we choose
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the right people to hire?, We value “T-shaped” people, We’re looking
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for people stronger than ourselves, Hiring is fundamentally the same
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across all disciplines
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Part 6: Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
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What Is Valve Not Good At?
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What Happens When All This Stuff Doesn’t Work?
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Where Will You Take Us?
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Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
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Preface
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In 1996, we set out to make great games, but we knew back
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then that we had to first create a place that was designed
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to foster that greatness. A place where incredibly talented
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individuals are empowered to put their best work into the
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hands of millions of people, with very little in their way.
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This book is an abbreviated encapsulation of our guiding
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principles. As Valve continues to grow, we hope that these
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principles will serve each new person joining our ranks.
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If you are new to Valve, welcome. Although the goals in
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this book are important, it’s really your ideas, talent, and
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energy that will keep Valve shining in the years ahead.
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Thanks for being here. Let’s make great things.
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© 2012 Valve Corporation. All Rights Reserved. Printed in the United States of America.
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This handbook does not constitute an employment contract or binding policy and is subject
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to change at any time. Either Valve or an employee can terminate the employment relationship
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at any time, with or without cause, with or without notice. Employment with Valve is at-will,
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and nothing in this handbook will alter that status.
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First edition: March 2012
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Valve Corporation
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Bellevue, Washington USA
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www.valvesoftware.com
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Designed by Valve
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Typeface: ITC New Baskerville
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10 9 8 7 6 5 4 3 2 1
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– vii –
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VALVE: H ANDBO O K FO R NEW EMP LO YEEs
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How to Use This Book
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This book isn’t about fringe benefits or how to set up your
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workstation or where to find source code. Valve works in
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ways that might seem counterintuitive at first. This handbook is about the choices you’re going to be making and
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how to think about them. Mainly, it’s about how not to
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freak out now that you’re here.
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==================================================
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For more nuts-and-bolts information, there’s an official Valve intranet
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(http://intranet). Look for stuff there like how to build a Steam
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depot or whether eyeglasses are covered by your Flex Spending plan.
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This book is on the intranet, so you can edit it. Once you’ve read it,
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help us make it better for other new people. Suggest new sections,
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or change the existing ones. Add to the Glossary. Or if you’re not
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all that comfortable editing it, annotate it: make comments and
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suggestions. We’ll collectively review the changes and fold them
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into future revisions.
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==================================================
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– viii –
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1
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Welcome to Valve
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VALVE: H ANDBO O K FO R NEW EMP LO YEEs
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Your First Day
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W E L CO M E TO VALV E
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Valve Facts That Matter
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Fig. 1-2
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Fig. 1-1
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So you’ve gone through the interview process, you’ve
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signed the contracts, and you’re finally here at Valve.
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Congratulations, and welcome.
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Valve has an incredibly unique way of doing things
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that will make this the greatest professional experience
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of your life, but it can take some getting used to. This
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book was written by people who’ve been where you are
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now, and who want to make your first few months here
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as easy as possible.
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–2–
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Valve is self-funded. We haven’t ever brought in outside
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financing. Since our earliest days this has been incredibly
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important in providing freedom to shape the company
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and its business practices.
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Valve owns its intellectual property. This is far from the
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norm, in our industry or at most entertainment contentproducing companies. We didn’t always own it all. But
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thanks to some legal wrangling with our first publisher
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after Half-Life shipped, we now do. This has freed us to
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make our own decisions about our products.
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Valve is more than a game company. We started our
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existence as a pretty traditional game company. And
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we’re still one, but with a hugely expanded focus. Which
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is great, because we get to make better games as a result,
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–3–
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VALVE: H ANDBO O K FO R NEW EMP LO YEES
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and we’ve also been able to diversify. We’re an entertainment company. A software company. A platform company.
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But mostly, a company full of passionate people who love
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the products we create.
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Welcome to Flatland
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Fig. 1-3
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Hierarchy is great for maintaining predictability and
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repeatability. It simplifies planning and makes it easier to
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control a large group of people from the top down, which
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is why military organizations rely on it so heavily.
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But when you’re an entertainment company that’s spent
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the last decade going out of its way to recruit the most
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intelligent, innovative, talented people on Earth, telling
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them to sit at a desk and do what they’re told obliterates
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99 percent of their value. We want innovators, and that
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means maintaining an environment where they’ll flourish.
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That’s why Valve is flat. It’s our shorthand way of saying
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that we don’t have any management, and nobody “reports
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to” anybody else. We do have a founder/president, but
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even he isn’t your manager. This company is yours to
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steer—toward opportunities and away from risks. You have
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the power to green-light projects. You have the power to
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ship products.
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A flat structure removes every organizational barrier
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–4–
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VALVE: H ANDBO O K FO R NEW EMP LO YEEs
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between your work and the customer enjoying that work.
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Every company will tell you that “the customer is boss,” but
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here that statement has weight. There’s no red tape stopping you from figuring out for yourself what our customers
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want, and then giving it to them.
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If you’re thinking to yourself, “Wow, that sounds like a
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lot of responsibility,” you’re right. And that’s why hiring is
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the single most important thing you will ever do at Valve
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(see “Hiring ,” on page 43). Any time you interview a potential
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hire, you need to ask yourself not only if they’re talented or
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collaborative but also if they’re capable of literally running
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this company, because they will be.
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2
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==================================================
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Why does your desk have wheels? Think of those wheels as a symbolic
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reminder that you should always be considering where you could move
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yourself to be more valuable. But also think of those wheels as literal
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wheels, because that’s what they are, and you’ll be able to actually move
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your desk with them.
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You’ll notice people moving frequently; often whole teams will move
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their desks to be closer to each other. There is no organizational
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structure keeping you from being in close proximity to the people
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who you’d help or be helped by most.
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The fact that everyone is always moving around within the company
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makes people hard to find. That’s why we have http://user—check it
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out. We know where you are based on where your machine is plugged
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in, so use this site to see a map of where everyone is right now.
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==================================================
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–6–
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Settling In
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VALVE: H ANDBO O K FO R NEW EMP LO YEEs
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Your First Month
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So you’ve decided where you put your desk. You know
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where the coffee machine is. You’re even pretty sure you
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know what that one guy’s name is. You’re not freaking
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out anymore. In fact, you’re ready to show up to work this
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morning, sharpen those pencils, turn on your computer,
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and then what?
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This next section walks you through figuring out what to
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work on. You’ll learn about how projects work, how cabals
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work, and how products get out the door at Valve.
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What to Work On
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Why do I need to pick my own projects?
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We’ve heard that other companies have people allocate a
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percentage of their time to self-directed projects. At Valve,
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that percentage is 100.
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Since Valve is flat, people don’t join projects because
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they’re told to. Instead, you’ll decide what to work on
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after asking yourself the right questions (more on that
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later). Employees vote on projects with their feet (or desk
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wheels). Strong projects are ones in which people can
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see demonstrated value; they staff up easily. This means
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there are any number of internal recruiting efforts
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constantly under way.
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–8–
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S ettling in
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If you’re working here, that means you’re good at your
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job. People are going to want you to work with them on
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their projects, and they’ll try hard to get you to do so. But
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the decision is going to be up to you. (In fact, at times
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you’re going to wish for the luxury of having just one
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person telling you what they think you should do, rather
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than hundreds.)
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But how do I decide which things to work on?
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Deciding what to work on can be the hardest part of your
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job at Valve. This is because, as you’ve found out by now,
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you were not hired to fill a specific job description. You
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were hired to constantly be looking around for the most
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valuable work you could be doing. At the end of a project,
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you may end up well outside what you thought was your
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core area of expertise.
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There’s no rule book for choosing a project or task at
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Valve. But it’s useful to answer questions like these:
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• Of all the projects currently under way, what’s the
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most valuable thing I can be working on?
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• Which project will have the highest direct impact
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on our customers? How much will the work I ship
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benefit them?
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• Is Valve not doing something that it should be doing?
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• What’s interesting? What’s rewarding? What leverages
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my individual strengths the most?
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–9–
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VALVE: H ANDBO O K FO R NEW EMP LO YEEs
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How do I find out what projects are under way?
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There are lists of stuff, like current projects, but by far
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the best way to find out is to ask people. Anyone, really.
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When you do, you’ll find out what’s going on around the
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company and your peers will also find out about you. Lots
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of people at Valve want and need to know what you care
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about, what you’re good at, what you’re worried about,
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what you’ve got experience with, and so on. And the way
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to get the word out is to start telling people all of those
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things. So, while you’re getting the lay of the land by
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learning about projects, you’re also broadcasting your
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own status to a relevant group of people.
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Got an idea for how Valve could change how we internally
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broadcast project/company status? Great. Do it. In the
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meantime, the chair next to anyone’s desk is always open,
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so plant yourself in it often.
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S ettling in
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problem or a threat, and it’s one with a clear cost, it’s hard
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not to address it immediately.
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This sounds like a good thing, and it often is, but it has
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some downsides that are worth keeping in mind. Specifically, if we’re not careful, these traits can cause us to race
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back and forth between short-term opportunities and
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threats, being responsive rather than proactive.
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So our lack of a traditional structure comes with an
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important responsibility. It’s up to all of us to spend effort
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focusing on what we think the long-term goals of the company should be.
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Someone told me to (or not to) work on X. And
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they’ve been here a long time!
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Because we all are responsible for prioritizing our own
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work, and because we are conscientious and anxious to be
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valuable, as individuals we tend to gravitate toward projects
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that have a high, measurable, and predictable return for
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the company. So when there’s a clear opportunity on the
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table to succeed at a near-term business goal with a clear
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return, we all want to take it. And, when we’re faced with a
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Well, the correct response to this is to keep thinking about
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whether or not your colleagues are right. Broaden the
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conversation. Hold on to your goals if you’re convinced
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they’re correct. Check your assumptions. Pull more people
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in. Listen. Don’t believe that anyone holds authority over
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the decision you’re trying to make. They don’t; but they
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probably have valuable experience to draw from, or information/data that you don’t have, or insight that’s new.
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When considering the outcome, don’t believe that anyone
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but you is the “stakeholder”. You’re it. And Valve’s customers are who you’re serving. Do what’s right for them.
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– 10 –
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– 11 –
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Short-term vs. long-term goals
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VALVE: H ANDBO O K FO R NEW EMP LO YEEs
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==================================================
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There are lots of stories about how Gabe has made important decisions
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by himself, e.g., hiring the whole Portal 1 team on the spot after only
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half of a meeting. Although there are examples, like that one, where
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this kind of decision making has been successful, it’s not the norm for
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Valve. If it were, we’d be only as smart as Gabe or management types,
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and they’d make our important decisions for us. Gabe is the first to say
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that he can’t be right nearly often enough for us to operate that way.
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His decisions and requests are subject to just as much scrutiny and
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skepticism as anyone else’s. (So if he tells you to put a favorite custom
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knife design into Counter-Strike, you can just say no.)
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==================================================
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Whatever group you’re in, whether you’re building Steam
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servers, translating support articles, or making the tenthousandth hat for Team Fortress 2, this applies to you. It’s
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crucial that you believe it, so we’ll repeat it a few more
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times in this book.
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What about all the things that I’m not getting done?
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It’s natural in this kind of environment to constantly feel
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like you’re failing because for every one task you decide
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to work on, there will be dozens that aren’t getting your
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attention. Trust us, this is normal. Nobody expects you
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to devote time to every opportunity that comes your way.
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Instead, we want you to learn how to choose the most
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important work to do.
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– 12 –
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S ettling in
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How does Valve decide what to work on?
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The same way we make other decisions: by waiting for
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someone to decide that it’s the right thing to do, and then
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letting them recruit other people to work on it with them.
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We believe in each other to make these decisions, and this
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faith has proven to be well-founded over and over again.
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But rather than simply trusting each other to just be
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smart, we also constantly test our own decisions. Whenever
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we move into unknown territory, our findings defy our own
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predictions far more often than we would like to admit.
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We’ve found it vitally important to, whenever possible,
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not operate by using assumptions, unproven theories, or
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folk wisdom.
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This kind of testing takes place across our business, from
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game development to hiring, to selling games on Steam.
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Luckily, Steam is a fantastic platform for business learning. It exists to be an entertainment/service platform for
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our customers, and as such it also is a conduit for constant
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communication between us and them.
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Accepted truisms about sales, marketing, regionality, seasonality, the Internet, purchasing behavior, game design,
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economics, and recruiting, etc., have proven wrong surprisingly often. So we have learned that when we take nearly
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any action, it’s best to do so in a way that we can measure,
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predict outcomes, and analyze results.
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– 13 –
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VALVE: H ANDBO O K FO R NEW EMP LO YEEs
|
||
|
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Recruiting can be a difficult process to instrument and
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measure. Although we have always tried to be highly rational about how we hire people, we’ve found much room
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for improvement in our approach over the years. We have
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made significant strides toward bringing more predictability, measurement, and analysis to recruiting. A process
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that many assume must be treated only as a “soft” art
|
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because it has to do with humans, personalities, language,
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and nuance, actually has ample room for a healthy dose
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of science. We’re not turning the whole thing over to
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robots just yet though(see “Hiring ,” on page 43).
|
||
|
||
S ettling in
|
||
|
||
Teams, Hours, and the Office
|
||
Cabals
|
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|
||
Can I be included the next time Valve is deciding X?
|
||
Yes. There’s no secret decision-making cabal. No matter
|
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what project, you’re already invited. All you have to do is
|
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either (1) Start working on it, or (2) Start talking to all the
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people who you think might be working on it already and
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find out how to best be valuable. You will be welcomed—
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there is no approval process or red tape involved. Quite the
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opposite—it’s your job to insert yourself wherever you think
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you should be.
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Fig. 2-1
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Cabals are really just multidisciplinary project teams. We’ve
|
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self-organized into these largely temporary groups since
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the early days of Valve. They exist to get a product or large
|
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feature shipped. Like any other group or effort at the
|
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company, they form organically. People decide to join the
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group based on their own belief that the group’s work is
|
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important enough for them to work on.
|
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==================================================
|
||
|
||
For reference, read the article on cabals by Ken Birdwell. It describes
|
||
where cabals came from and what they meant to us early on:
|
||
http://tinyurl.com/ygam86p.
|
||
==================================================
|
||
|
||
– 14 –
|
||
|
||
– 15 –
|
||
|
||
VALVE: H ANDBO O K FO R NEW EMP LO YEEs
|
||
|
||
Team leads
|
||
Often, someone will emerge as the “lead” for a project.
|
||
This person’s role is not a traditional managerial one.
|
||
Most often, they’re primarily a clearinghouse of information. They’re keeping the whole project in their head at
|
||
once so that people can use them as a resource to check
|
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decisions against. The leads serve the team, while acting
|
||
as centers for the teams.
|
||
|
||
Structure happens
|
||
Project teams often have an internal structure that forms
|
||
temporarily to suit the group’s needs. Although people at
|
||
Valve don’t have fixed job descriptions or limitations on
|
||
the scope of their responsibility, they can and often do
|
||
have clarity around the definition of their “job” on any
|
||
given day. They, along with their peers, effectively create a
|
||
job description that fits the group’s goals. That description
|
||
changes as requirements change, but the temporary structure provides a shared understanding of what to expect
|
||
from each other. If someone moves to a different group or
|
||
a team shifts its priorities, each person can take on a completely different role according to the new requirements.
|
||
Valve is not averse to all organizational structure—it
|
||
crops up in many forms all the time, temporarily. But
|
||
problems show up when hierarchy or codified divisions of
|
||
|
||
S ettling in
|
||
|
||
labor either haven’t been created by the group’s members
|
||
or when those structures persist for long periods of time.
|
||
We believe those structures inevitably begin to serve their
|
||
own needs rather than those of Valve’s customers. The
|
||
hierarchy will begin to reinforce its own structure by hiring
|
||
people who fit its shape, adding people to fill subordinate
|
||
support roles. Its members are also incented to engage in
|
||
rent-seeking behaviors that take advantage of the power
|
||
structure rather than focusing on simply delivering value
|
||
to customers.
|
||
|
||
Hours
|
||
While people occasionally choose to push themselves to
|
||
work some extra hours at times when something big is
|
||
going out the door, for the most part working overtime for
|
||
extended periods indicates a fundamental failure in planning or communication. If this happens at Valve, it’s a sign
|
||
that something needs to be reevaluated and corrected. If
|
||
you’re looking around wondering why people aren’t in
|
||
“crunch mode,” the answer’s pretty simple. The thing we
|
||
work hardest at is hiring good people, so we want them to
|
||
stick around and have a good balance between work and
|
||
family and the rest of the important stuff in life.
|
||
If you find yourself working long hours, or just generally
|
||
feel like that balance is out of whack, be sure to raise the
|
||
(cont’d on page 19)
|
||
|
||
– 16 –
|
||
|
||
– 17 –
|
||
|
||
A Timeline of Valve’s History
|
||
Fig. 2-2
|
||
|
||
Method to move your desk
|
||
1996
|
||
|
||
1997
|
||
|
||
1.
|
||
|
||
2.
|
||
|
||
3.
|
||
|
||
4.
|
||
|
||
Valve is formed in Kirkland, WA,
|
||
by Gabe Newell and Mike Harrington.
|
||
|
||
Gabe promises that if HL becomes
|
||
the #1- selling game, the company
|
||
will take everyone on vacation.
|
||
|
||
Formation papers are signed on the
|
||
same day as Gabe’s wedding.
|
||
|
||
After internal review, HL deemed
|
||
not good enough to ship.
|
||
HL team returns to the drawing board
|
||
and essentially starts over.
|
||
|
||
Quake engine license is acquired
|
||
from id Software.
|
||
Production commences on the game
|
||
soon to be known as Half-Life (HL).
|
||
|
||
step 1.
|
||
step 2.
|
||
step 3.
|
||
step 4.
|
||
|
||
Unplug cords from wall
|
||
Move your desk
|
||
Plug cords back into wall
|
||
Get back to work
|
||
|
||
VA LV E ME THOD D IA G . 1
|
||
|
||
Prospero permanently shelved.
|
||
|
||
Production commences on Valve’s
|
||
second game, Prospero.
|
||
Valve recruits and hires two game
|
||
teams, including the first international
|
||
employee from the UK.
|
||
|
||
– 19 –
|
||
|
||
H F N E :96:97::01 V A LV E
|
||
|
||
19 9 8
|
||
|
||
Half-Life: Day One OEM demo is released.
|
||
|
||
Released as a demo bundled with the
|
||
Voodoo Banshee graphics card, the OEM
|
||
release circulates far beyond its original
|
||
intended audience. Valve realizes the level
|
||
of anticipation for the full game.
|
||
|
||
Half-Life is released.
|
||
Following a certain Black Mesa Incident,
|
||
the world is never the same again.
|
||
|
||
TeamFortress Software Pty. Ltd. is acquired.
|
||
Creators of Team Fortress (TF) join Valve and commence work
|
||
on Team Fortress Classic.
|
||
Valve’s first company vacation to Cabo San Lucas, Mexico.
|
||
# of employees: 30
|
||
# of children: 0
|
||
|
||
V A LV E HF NE:9 8 ::0 2
|
||
|
||
1999
|
||
|
||
2000
|
||
|
||
2001
|
||
|
||
Valve establishes a pattern
|
||
of supporting the best
|
||
mods and occasionally
|
||
acquiring them.
|
||
|
||
Mike Harrington amicably
|
||
dissolves his partnership
|
||
with Gabe Newell, leaving
|
||
Newell as the sole head of
|
||
Valve Corporation.
|
||
|
||
Half-Life: Opposing Force
|
||
is released.
|
||
|
||
Counter-Strike (CS)
|
||
is released.
|
||
|
||
CS soon becomes the
|
||
world’s #1 premier online
|
||
action game.
|
||
|
||
Ricochet is released.
|
||
|
||
Half-Life: Deathmatch
|
||
Classic is released.
|
||
|
||
Expansion pack follows
|
||
events in Black Mesa
|
||
from the viewpoint of
|
||
an invading soldier.
|
||
|
||
Team Fortress Classic
|
||
is released.
|
||
|
||
Robin Walker demonstrates
|
||
to the mod community how
|
||
a game can be created
|
||
quickly and easily with
|
||
Valve’s SDK.
|
||
|
||
Half-Life: Blue Shift
|
||
is released.
|
||
|
||
H F N E :99:00:01::03 V A LV E
|
||
|
||
2004
|
||
Source engine is unveiled.
|
||
|
||
2002
|
||
|
||
2003
|
||
|
||
Half-Life 2 (HL2) source code
|
||
is stolen.
|
||
A thief infiltrates Valve’s network to
|
||
steal and disperse the code base for
|
||
the still-in-production HL2.
|
||
|
||
Valve outgrows its original Kirkland
|
||
office space and moves to downtown Bellevue, WA.
|
||
Steam is announced at GDC.
|
||
|
||
Years of speculation regarding the
|
||
Borealis and Kraken Base begin…
|
||
|
||
Steam is released.
|
||
|
||
Half-Life 2 (HL2) is released.
|
||
The world’s first (legal) look at the Source engine,
|
||
along with the game it powers: HL2.
|
||
HL2 appears as the first game available both
|
||
through Steam and in retail locations.
|
||
|
||
|
||
|
||
HL2 also becomes Valve’s
|
||
second Xbox title.
|
||
|
||
Counter-Strike: Source (CSS) is released.
|
||
Years of work on Valve’s new Source engine
|
||
technology finally come to light.
|
||
|
||
Valve’s Steam offers to third parties its
|
||
new suite of tools and services, which
|
||
it had originally built to service its own
|
||
games like HL and CS.
|
||
|
||
Counter-Strike: Condition Zero
|
||
is released.
|
||
CS is released as Valve’s first Xbox title.
|
||
|
||
Valve Anti-Cheat (VAC) is released.
|
||
In a field where rampant online cheating
|
||
ruins the experience for many customers,
|
||
Valve aggressively addresses the issue.
|
||
|
||
V A LV E HF NE:0 2 :03::04
|
||
|
||
Day of Defeat is released.
|
||
A popular mod gets full Valve support,
|
||
becoming one of its stalwart products.
|
||
|
||
Half-Life: Source is released.
|
||
The original HL gets a visual upgrade.
|
||
|
||
H F N E :04::05 V A LV E
|
||
|
||
2008
|
||
2007
|
||
2005
|
||
|
||
First third-party games are
|
||
released on Steam.
|
||
A landmark in digital
|
||
distribution, Steam
|
||
gives PC developers
|
||
an alternative to retail
|
||
for their games.
|
||
|
||
2006
|
||
|
||
Half-Life 2: Episode One
|
||
is released.
|
||
Valve’s first experiment in
|
||
episodic storytelling.
|
||
|
||
2009
|
||
LEFT 4 DEAD 2
|
||
is released.
|
||
|
||
Left 4 Dead is released.
|
||
|
||
Presale numbers are
|
||
the biggest yet for a
|
||
Valve game.
|
||
|
||
Steam ships its first downloadable
|
||
content update for indie game
|
||
The Maw.
|
||
|
||
The Orange Box is released
|
||
with two previously-released
|
||
titles and three new products:
|
||
Steamworks is unveiled, making the
|
||
business and technical tools of the
|
||
Steam platform available to thirdparty developers free of charge.
|
||
|
||
Steam Cloud is released, offering
|
||
seamless online storage of any file
|
||
types, including saved games,
|
||
configuration files, etc.
|
||
|
||
Steam hits over 20 million users
|
||
and over 500 games.
|
||
Half-Life 2: Lost Coast
|
||
tech demo is released.
|
||
|
||
Team Fortress 2 (TF2), the
|
||
long-awaited sequel to the
|
||
classic multiplayer game.
|
||
|
||
Supported by the first
|
||
version of Valve’s popular
|
||
developer commentary.
|
||
|
||
Half Life 2: Episode Two—
|
||
raising the bar for emotional
|
||
storytelling.
|
||
Portal—hailed worldwide as
|
||
an instant classic.
|
||
|
||
Day of Defeat: Source
|
||
is released.
|
||
Valve hires six students
|
||
from DigiPen Institute of
|
||
Technology after seeing
|
||
their demo of the game,
|
||
Narbacular Drop.
|
||
|
||
V A LV E HF NE:0 5 :06:0 7 ::0 6
|
||
|
||
Half-Life Deathmatch:
|
||
Source is released.
|
||
|
||
Steam Community is released
|
||
with the first wave of features
|
||
designed to help friends
|
||
connect and socialize via
|
||
the Steam platform.
|
||
|
||
TF2 gets major class updates for Medic,
|
||
Pyro, and Heavy characters.
|
||
These updates are delivered via Steam
|
||
to all TF2 customers.
|
||
|
||
Steam hits over 25 million users
|
||
and over 1,000 games.
|
||
TF2 releases The Sniper vs Spy Update,
|
||
followed by outright WAR!
|
||
After this release, the TF2 updates
|
||
increase rapidly: more than 280
|
||
have shipped in total.
|
||
|
||
TF2 ships its first hat.
|
||
|
||
Steam reaches 15 million
|
||
active users, playing over
|
||
200 games.
|
||
|
||
H F N E :08:09::07 V A LV E
|
||
|
||
S ettling in
|
||
|
||
issue with whomever you feel would help. Dina loves to force
|
||
people to take vacations, so you can make her your first stop.
|
||
|
||
The office
|
||
2010
|
||
|
||
2011
|
||
|
||
2012
|
||
|
||
Portal 2 debuts on multiple
|
||
platforms to critical acclaim.
|
||
|
||
Valve’s 44th international hire
|
||
clears immigration—this time
|
||
from Germany.
|
||
|
||
Dota 2 premieres at
|
||
Gamescom in Cologne,
|
||
Germany, with the
|
||
first annual Dota 2
|
||
championship.
|
||
|
||
In 2012, Valve heads to the
|
||
Big Island of Hawaii for its
|
||
10th company vacation.
|
||
# of employees: 293
|
||
# of children: 185
|
||
|
||
Valve moves to a more
|
||
expansive location in
|
||
Bellevue, WA.
|
||
Valve announces that
|
||
Steam and Source will be
|
||
available for Macintosh.
|
||
|
||
Valve announces Portal 2
|
||
is launching in 2011.
|
||
|
||
Sometimes things around the office can seem a little too
|
||
good to be true. If you find yourself walking down the
|
||
hall one morning with a bowl of fresh fruit and Stumptown-roasted espresso, dropping off your laundry to be
|
||
washed, and heading into one of the massage rooms, don’t
|
||
freak out. All these things are here for you to actually use.
|
||
And don’t worry that somebody’s going to judge you for
|
||
taking advantage of it—relax! And if you stop on the way
|
||
back from your massage to play darts or work out in the
|
||
Valve gym or whatever, it’s not a sign that this place is going
|
||
to come crumbling down like some 1999-era dot-com startup. If we ever institute caviar-catered lunches, though, then
|
||
maybe something’s wrong. Definitely panic if there’s caviar.
|
||
|
||
Q1: New employee handbook
|
||
rolls off press.
|
||
|
||
Valve begins development
|
||
of Dota 2.
|
||
What’s next? You tell us…
|
||
|
||
V A LV E HF NE:10:1 1 :12::08
|
||
|
||
– 19 –
|
||
|
||
VALVE: H ANDBO O K FO R NEW EMP LO YEEs
|
||
|
||
S ettling in
|
||
|
||
Risks
|
||
What if I screw up?
|
||
Nobody has ever been fired at Valve for making a mistake.
|
||
It wouldn’t make sense for us to operate that way. Providing
|
||
the freedom to fail is an important trait of the company—
|
||
we couldn’t expect so much of individuals if we also penalized people for errors. Even expensive mistakes, or ones
|
||
which result in a very public failure, are genuinely looked at
|
||
as opportunities to learn. We can always repair the mistake
|
||
or make up for it.
|
||
Screwing up is a great way to find out that your assumptions were wrong or that your model of the world was a
|
||
little bit off. As long as you update your model and move
|
||
forward with a better picture, you’re doing it right. Look
|
||
for ways to test your beliefs. Never be afraid to run an experiment or to collect more data.
|
||
It helps to make predictions and anticipate nasty outcomes. Ask yourself “what would I expect to see if I’m
|
||
right?” Ask yourself “what would I expect to see if I’m
|
||
wrong?” Then ask yourself “what do I see?” If something
|
||
totally unexpected happens, try to figure out why.
|
||
There are still some bad ways to fail. Repeating the same
|
||
mistake over and over is one. Not listening to customers or
|
||
peers before or after a failure is another. Never ignore the
|
||
evidence; particularly when it says you’re wrong.
|
||
– 20 –
|
||
|
||
Fig. 2-3
|
||
|
||
– 21 –
|
||
|
||
S ettling in
|
||
|
||
Fig. 2-4
|
||
|
||
Methods to find out what’s going on
|
||
|
||
1.
|
||
|
||
But what if we ALL screw up?
|
||
|
||
2.
|
||
|
||
Fig. 2-5
|
||
|
||
3.
|
||
|
||
step 1.
|
||
step 2.
|
||
step 3.
|
||
step 4.
|
||
|
||
4.
|
||
|
||
Talk to someone in a meeting
|
||
Talk to someone in the elevator
|
||
Talk to someone in the kitchen
|
||
Talk to someone in the bathroom
|
||
|
||
VA LV E ME THOD D IA G . 2
|
||
|
||
So if every employee is autonomously making his or
|
||
her own decisions, how is that not chaos? How does
|
||
Valve make sure that the company is heading in the
|
||
right direction? When everyone is sharing the steering
|
||
wheel, it seems natural to fear that one of us is going
|
||
to veer Valve’s car off the road.
|
||
Over time, we have learned that our collective ability
|
||
to meet challenges, take advantage of opportunity, and
|
||
respond to threats is far greater when the responsibility
|
||
for doing so is distributed as widely as possible. Namely,
|
||
to every individual at the company.
|
||
We are all stewards of our long-term relationship with
|
||
our customers. They watch us, sometimes very publicly,
|
||
|
||
– 23 –
|
||
|
||
VALVE: H ANDBO O K FO R NEW EMP LO YEEs
|
||
|
||
make mistakes. Sometimes they get angry with us. But
|
||
because we always have their best interests at heart, there’s
|
||
faith that we’re going to make things better, and that if
|
||
we’ve screwed up today, it wasn’t because we were trying
|
||
to take advantage of anyone.
|
||
|
||
3
|
||
How Am I Doing?
|
||
|
||
– 24 –
|
||
|
||
VALVE: H ANDBO O K FO R NEW EMP LO YEES
|
||
|
||
Your Peers and Your Performance
|
||
We have two formalized methods of evaluating each other:
|
||
peer reviews and stack ranking. Peer reviews are done in
|
||
order to give each other useful feedback on how to best
|
||
grow as individual contributors. Stack ranking is done
|
||
primarily as a method of adjusting compensation. Both
|
||
processes are driven by information gathered from each
|
||
other—your peers.
|
||
|
||
Peer reviews
|
||
We all need feedback about our performance—in order
|
||
to improve, and in order to know we’re not failing. Once
|
||
a year we all give each other feedback about our work.
|
||
Outside of these formalized peer reviews, the expectation
|
||
is that we’ll just pull feedback from those around us whenever we need to.
|
||
There is a framework for how we give this feedback to
|
||
each other. A set of people (the set changes each time)
|
||
interviews everyone in the whole company, asking who
|
||
each person has worked with since the last round of peer
|
||
reviews and how the experience of working with each
|
||
person was. The purpose of the feedback is to provide
|
||
people with information that will help them grow. That
|
||
means that the best quality feedback is directive and
|
||
|
||
– 26 –
|
||
|
||
H ow am I doing ?
|
||
|
||
prescriptive, and designed to be put to use by the person
|
||
you’re talking about.
|
||
The feedback is then gathered, collated, anonymized,
|
||
and delivered to each reviewee. Making the feedback
|
||
anonymous definitely has pros and cons, but we think it’s
|
||
the best way to get the most useful information to each
|
||
person. There’s no reason to keep your feedback about
|
||
someone to yourself until peer review time if you’d like to
|
||
deliver it sooner. In fact, it’s much better if you do so often,
|
||
and outside the constraints of official peer reviews.
|
||
When delivering peer review feedback, it’s useful to keep
|
||
in mind the same categories used in stack ranking because
|
||
they concretely measure how valuable we think someone is.
|
||
|
||
Stack ranking (and compensation)
|
||
The other evaluation we do annually is to rank each other
|
||
against our peers. Unlike peer reviews, which generate
|
||
information for each individual, stack ranking is done in
|
||
order to gain insight into who’s providing the most value at
|
||
the company and to thereby adjust each person’s compensation to be commensurate with his or her actual value.
|
||
Valve pays people very well compared to industry norms.
|
||
Our profitability per employee is higher than that of
|
||
Google or Amazon or Microsoft, and we believe strongly
|
||
that the right thing to do in that case is to put a maximum
|
||
|
||
– 27 –
|
||
|
||
H ow am I doing ?
|
||
|
||
Fig. 3-1
|
||
|
||
Method to working without a boss
|
||
|
||
1.
|
||
|
||
2.
|
||
|
||
3.
|
||
|
||
4.
|
||
|
||
amount of money back into each employee’s pocket. Valve
|
||
does not win if you’re paid less than the value you create.
|
||
And people who work here ultimately don’t win if they get
|
||
paid more than the value they create.
|
||
So Valve’s goal is to get your compensation to be “correct.” We tend to be very flexible when new employees are
|
||
joining the company, listening to their salary requirements
|
||
and doing what we can for them. Over time, compensation
|
||
gets adjusted to fit an employee’s internal peer-driven valuation. That’s what we mean by “correct”—paying someone
|
||
what they’re worth (as best we can tell using the opinions
|
||
of peers).
|
||
==================================================
|
||
|
||
If you think your compensation isn’t right for the work you do, then
|
||
you should raise the issue. At Valve, these conversations are surprisingly
|
||
easy and straightforward. Adjustments to compensation usually occur
|
||
within the process described here. But talking about it is always the
|
||
right thing if there’s any issue. Fretting about your level of compensation without any outside information about how it got set is expensive
|
||
for you and for Valve.
|
||
==================================================
|
||
|
||
step 1.
|
||
step 2.
|
||
step 3.
|
||
step 4.
|
||
|
||
Come up with a bright idea
|
||
Tell a coworker about it
|
||
Work on it together
|
||
Ship it!
|
||
|
||
VA LV E ME THOD D IA G . 3
|
||
|
||
The removal of bias is of the utmost importance to Valve in
|
||
this process. We believe that our peers are the best judges
|
||
of our value as individuals. Our flat structure eliminates
|
||
some of the bias that would be present in a peer-ranking
|
||
system elsewhere. The design of our stack-ranking process
|
||
is meant to eliminate as much as possible of the remainder.
|
||
– 29 –
|
||
|
||
VALVE: H ANDBO O K FO R NEW EMP LO YEEs
|
||
|
||
Each project/product group is asked to rank its own
|
||
members. (People are not asked to rank themselves, so we
|
||
split groups into parts, and then each part ranks people
|
||
other than themselves.) The ranking itself is based on the
|
||
following four metrics:
|
||
1. Skill Level/Technical Ability
|
||
How difficult and valuable are the kinds of problems
|
||
you solve? How important/critical of a problem can you
|
||
be given? Are you uniquely capable (in the company?
|
||
industry?) of solving a certain class of problem, delivering a certain type of art asset, contributing to design,
|
||
writing, or music, etc.?
|
||
2. Productivity/Output
|
||
How much shippable (not necessarily shipped to outside
|
||
customers), valuable, finished work did you get done?
|
||
Working a lot of hours is generally not related to productivity and, after a certain point, indicates inefficiency.
|
||
It is more valuable if you are able to maintain a sensible
|
||
work/life balance and use your time in the office efficiently, rather than working around the clock.
|
||
|
||
– 30 –
|
||
|
||
Fig. 3-2
|
||
|
||
VALVE: H ANDBO O K FO R NEW EMP LO YEEs
|
||
|
||
H ow am I doing ?
|
||
|
||
3. Group Contribution
|
||
How much do you contribute to studio process, hiring,
|
||
integrating people into the team, improving workflow,
|
||
amplifying your colleagues, or writing tools used by
|
||
others? Generally, being a group contributor means
|
||
that you are making a tradeoff versus an individual
|
||
contribution. Stepping up and acting in a leadership
|
||
role can be good for your group contribution score,
|
||
but being a leader does not impart or guarantee a
|
||
higher stack rank. It is just a role that people adopt
|
||
from time to time.
|
||
|
||
By choosing these categories and basing the stack ranking
|
||
on them, the company is explicitly stating, “This is what
|
||
is valuable.” We think that these categories offer a broad
|
||
range of ways you can contribute value to the company.
|
||
Once the intra-group ranking is done, the information
|
||
gets pooled to be company-wide. We won’t go into that
|
||
methodology here. There is a wiki page about peer feedback
|
||
and stack ranking with some more detail on each process.
|
||
|
||
4. Product Contribution
|
||
How much do you contribute at a larger scope than your
|
||
core skill? How much of your work matters to the product? How much did you influence correct prioritization
|
||
of work or resource trade-offs by others? Are you good
|
||
at predicting how customers are going to react to decisions we’re making? Things like being a good playtester
|
||
or bug finder during the shipping cycle would fall into
|
||
this category.
|
||
|
||
– 32 –
|
||
|
||
– 33 –
|
||
|
||
Fig. 3-3
|
||
|
||
Method to taking the company trip
|
||
|
||
1.
|
||
|
||
2.
|
||
|
||
3.
|
||
|
||
4.
|
||
|
||
4
|
||
Choose Your
|
||
Own Adventure
|
||
|
||
step 1.
|
||
step 2.
|
||
step 3.
|
||
step 4.
|
||
|
||
Find someone to watch your cats
|
||
Board our chartered flight
|
||
Relax by the pool
|
||
Relax by the pool some more
|
||
|
||
VA LV E ME THOD D IA G . 4
|
||
|
||
VALVE: H ANDBO O K FO R NEW EMP LO YEEs
|
||
|
||
Your First Six Months
|
||
You’ve solved the nuts-and-bolts issues. Now you’re moving
|
||
beyond wanting to just be productive day to day—you’re
|
||
ready to help shape your future, and Valve’s. Your own
|
||
professional development and Valve’s growth are both now
|
||
under your control. Here are some thoughts on steering
|
||
both toward success.
|
||
|
||
Roles
|
||
|
||
CH O O S E Y O U R O W N ADV E N TU RE
|
||
|
||
who interact with others outside the company call themselves by various titles because doing so makes it easier to
|
||
get their jobs done.
|
||
Inside the company, though, we all take on the role that
|
||
suits the work in front of us. Everyone is a designer. Everyone can question each other’s work. Anyone can recruit
|
||
someone onto his or her project. Everyone has to function
|
||
as a “strategist,” which really means figuring out how to do
|
||
what’s right for our customers. We all engage in analysis,
|
||
measurement, predictions, evaluations.
|
||
One outward expression of these ideals is the list of
|
||
credits that we put in our games—it’s simply a long list of
|
||
names, sorted alphabetically. That’s it. This was intentional
|
||
when we shipped Half-Life, and we’re proud to continue
|
||
the tradition today.
|
||
|
||
Advancement vs. growth
|
||
|
||
Fig. 4-1
|
||
|
||
By now it’s obvious that roles at Valve are fluid. Traditionally at Valve, nobody has an actual title. This is by design, to
|
||
remove organizational constraints. Instead we have things
|
||
we call ourselves, for convenience. In particular, people
|
||
|
||
– 36 –
|
||
|
||
Because Valve doesn’t have a traditional hierarchical
|
||
structure, it can be confusing to figure out how Valve fits
|
||
into your career plans. “Before Valve, I was an assistant
|
||
technical second animation director in Hollywood. I had
|
||
planned to be a director in five years. How am I supposed
|
||
to keep moving forward here?”
|
||
Working at Valve provides an opportunity for extremely
|
||
efficient and, in many cases, very accelerated, career
|
||
|
||
– 37 –
|
||
|
||
VALVE: H ANDBO O K FO R NEW EMP LO YEEs
|
||
|
||
growth. In particular, it provides an opportunity to broaden
|
||
one’s skill set well outside of the narrow constraints that
|
||
careers can have at most other companies.
|
||
So the “growth ladder” is tailored to you. It operates
|
||
exactly as fast as you can manage to grow. You’re in charge
|
||
|
||
CH O O S E Y O U R O W N ADV E N TU RE
|
||
|
||
Most people who fit well at Valve will be betterpositioned after their time spent here than they could
|
||
have been if they’d spent their time pretty much
|
||
anywhere else.
|
||
|
||
Putting more tools in your toolbox
|
||
The most successful people at Valve are both (1) highly
|
||
skilled at a broad set of things and (2) world-class experts
|
||
within a more narrow discipline. (See “T-shaped” people on
|
||
page 46.) Because of the talent diversity here at Valve, it’s
|
||
often easier to become stronger at things that aren’t your
|
||
core skill set.
|
||
|
||
Engineers: code is only the beginning
|
||
|
||
Fig. 4-2
|
||
|
||
of your track, and you can elicit help with it anytime from
|
||
those around you. F Y I , we usually don’t do any formalized
|
||
employee “development” (course work, mentor assignment), because for senior people it’s mostly not effective.
|
||
We believe that high-performance people are generally
|
||
self-improving.
|
||
|
||
– 38 –
|
||
|
||
If you were hired as a software engineer, you’re now surrounded by a multidisciplinary group of experts in all kinds
|
||
of fields—creative, legal, financial, even psychological.
|
||
Many of these people are probably sitting in the same room
|
||
as you every day, so the opportunities for learning are huge.
|
||
Take advantage of this fact whenever possible: the more
|
||
you can learn about the mechanics, vocabulary, and analysis
|
||
within other disciplines, the more valuable you become.
|
||
|
||
Non-Engineers: program or be programmed
|
||
Valve’s core competency is making software. Obviously,
|
||
|
||
– 39 –
|
||
|
||
VALVE: H ANDBO O K FO R NEW EMP LO YEES
|
||
|
||
different disciplines are part of making our products, but
|
||
we’re still an engineering-centric company. That’s
|
||
because the core of the software-building process is
|
||
engineering. As in, writing code. If your expertise is
|
||
not in writing code, then every bit of energy you put
|
||
into understanding the code-writing part of making
|
||
software is to your (and Valve’s) benefit. You don’t
|
||
need to become an engineer, and there’s nothing
|
||
that says an engineer is more valuable than you. But
|
||
broadening your awareness in a highly technical
|
||
direction is never a bad thing. It’ll either increase
|
||
the quality or quantity of bits you can put “into boxes,”
|
||
which means affecting customers more, which means
|
||
you’re valuable.
|
||
|
||
5
|
||
Valve Is Growing
|
||
|
||
– 40 –
|
||
|
||
VALVE: H ANDBO O K FO R NEW EMP LO YEEs
|
||
|
||
Your Most Important Role
|
||
Concepts discussed in this book sound like they might work
|
||
well at a tiny start-up, but not at a hundreds-of-people-plusbillions-in-revenue company. The big question is: Does all
|
||
this stuff scale?
|
||
Well, so far, yes. And we believe that if we’re careful, it
|
||
will work better and better the larger we get. This might
|
||
seem counterintuitive, but it’s a direct consequence of
|
||
hiring great, accomplished, capable people. Getting this
|
||
to work right is a tricky proposition, though, and depends
|
||
highly on our continued vigilance in recruiting/hiring.
|
||
If we start adding people to the company who aren’t as
|
||
capable as we are at operating as high-powered, selfdirected, senior decision makers, then lots of the stuff
|
||
discussed in this book will stop working.
|
||
One thing that’s changing as we grow is that we’re not
|
||
great at disseminating information to everyone anymore
|
||
(see “What is Valve not good at?,” on page 52).
|
||
On the positive side, our profitability per employee is
|
||
going up, so by that measure, we’re certainly scaling correctly.
|
||
Our rate of hiring growth hovered between 10 and 15
|
||
percent per year, for years. In 2010, we sped up, but only to
|
||
about 20 percent per year. 2011 kept up this new pace,
|
||
largely due to a wave of hiring in Support.
|
||
|
||
– 42 –
|
||
|
||
Valve is growing
|
||
|
||
We do not have a growth goal. We intend to continue
|
||
hiring the best people as fast as we can, and to continue
|
||
scaling up our business as fast as we can, given our existing
|
||
staff. Fortunately, we don’t have to make growth decisions
|
||
based on any external pressures—only our own business
|
||
goals. And we’re always free to temper those goals with the
|
||
long-term vision for our success as a company. Ultimately,
|
||
we win by keeping the hiring bar very high.
|
||
|
||
Hiring
|
||
|
||
Fig. 5-1
|
||
|
||
– 43 –
|
||
|
||
VALVE: H ANDBO O K FO R NEW EMP LO YEEs
|
||
|
||
Valve is growing
|
||
|
||
Hiring well is the most important thing in the universe.
|
||
Nothing else comes close. It’s more important than breathing. So when you’re working on hiring—participating in
|
||
an interview loop or innovating in the general area of
|
||
recruiting—everything else you could be doing is stupid
|
||
and should be ignored!
|
||
When you’re new to Valve, it’s super valuable to start
|
||
being involved in the interview process. Ride shotgun with
|
||
people who’ve been doing it a long time. In some ways, our
|
||
interview process is similar to those of other companies,
|
||
but we have our own take on the process that requires
|
||
practice to learn. We won’t go into all the nuts and bolts in
|
||
this book—ask others for details, and start being included
|
||
in interview loops.
|
||
|
||
adding a great person can create value across the whole
|
||
company. Missing out on hiring that great person is likely
|
||
the most expensive kind of mistake we can make.
|
||
Usually, it’s immediately obvious whether or not we’ve
|
||
done a great job hiring someone. However, we don’t have
|
||
the usual checks and balances that come with having
|
||
managers, so occasionally it can take a while to understand
|
||
whether a new person is fitting in. This is one downside of
|
||
the organic design of the company—a poor hiring decision
|
||
can cause lots of damage, and can sometimes go unchecked
|
||
for too long. Ultimately, people who cause damage always
|
||
get weeded out, but the harm they do can still be significant.
|
||
|
||
Why is hiring well so important at Valve?
|
||
At Valve, adding individuals to the organization can influence our success far more than it does at other companies
|
||
—either in a positive or negative direction. Since there’s
|
||
no organizational compartmentalization of people here,
|
||
==================================================
|
||
|
||
Bring your friends. One of the most valuable things you can do as a
|
||
new employee is tell us who else you think we should hire. Assuming
|
||
that you agree with us that Valve is the best place to work on Earth,
|
||
then tell us about who the best people are on Earth, so we can bring
|
||
them here. If you don’t agree yet, then wait six months and ask
|
||
yourself this question again.
|
||
|
||
How do we choose the right people to hire?
|
||
An exhaustive how-to on hiring would be a handbook of
|
||
its own. Probably one worth writing. It’d be tough for us to
|
||
capture because we feel like we’re constantly learning really
|
||
important things about how we hire people. In the meantime, here are some questions we always ask ourselves when
|
||
evaluating candidates:
|
||
• Would I want this person to be my boss?
|
||
• Would I learn a significant amount from him or her?
|
||
• What if this person went to work for our competition?
|
||
Across the board, we value highly collaborative people.
|
||
That means people who are skilled in all the things that are
|
||
|
||
==================================================
|
||
– 44 –
|
||
|
||
– 45 –
|
||
|
||
VALVE: H ANDBO O K FO R NEW EMP LO YEEs
|
||
|
||
integral to high-bandwidth collaboration—people who can
|
||
deconstruct problems on the fly, and talk to others as they
|
||
do so, simultaneously being inventive, iterative, creative,
|
||
talkative, and reactive. These things actually matter far more
|
||
than deep domain-specific knowledge or highly developed
|
||
skills in narrow areas. This is why we’ll often pass on candidates who, narrowly defined, are the “best” at their chosen
|
||
discipline.
|
||
Of course it’s not quite enough to say that a candidate
|
||
should collaborate well—we also refer to the same four
|
||
metrics that we rely on when evaluating each other to evaluate potential employees (See “Stack ranking,” on page 27).
|
||
|
||
Valve is growing
|
||
|
||
Fig. 5-2
|
||
|
||
We value “T-shaped” people.
|
||
That is, people who are both generalists (highly skilled at
|
||
a broad set of valuable things—the top of the T) and also
|
||
experts (among the best in their field within a narrow discipline—the vertical leg of the T).
|
||
This recipe is important for success at Valve. We often
|
||
have to pass on people who are very strong generalists without expertise, or vice versa. An expert who is too narrow has
|
||
difficulty collaborating. A generalist who doesn’t go deep
|
||
enough in a single area ends up on the margins, not really
|
||
contributing as an individual.
|
||
|
||
We’re looking for people stronger than ourselves.
|
||
When unchecked, people have a tendency to hire others
|
||
who are lower-powered than themselves. The questions
|
||
listed above are designed to help ensure that we don’t
|
||
start hiring people who are useful but not as powerful
|
||
as we are. We should hire people more capable than
|
||
ourselves, not less.
|
||
In some ways, hiring lower-powered people is a natural
|
||
response to having so much work to get done. In these
|
||
conditions, hiring someone who is at least capable seems
|
||
(in the short term) to be smarter than not hiring anyone at
|
||
all. But that’s actually a huge mistake. We can always bring
|
||
|
||
– 46 –
|
||
|
||
– 47 –
|
||
|
||
VALVE: H ANDBO O K FO R NEW EMP LO YEES
|
||
|
||
on temporary/contract help to get us through tough spots,
|
||
but we should never lower the hiring bar. The other reason
|
||
people start to hire “downhill” is a political one. At most
|
||
organizations, it’s beneficial to have an army of people
|
||
doing your bidding. At Valve, though, it’s not. You’d
|
||
damage the company and saddle yourself with a broken
|
||
organization. Good times!
|
||
Hiring is fundamentally the same across all disciplines.
|
||
There are not different sets of rules or criteria for engineers, artists, animators, and accountants. Some details are
|
||
different—like, artists and writers show us some of their
|
||
work before coming in for an interview. But the actual
|
||
interview process is fundamentally the same no matter who
|
||
we’re talking to.
|
||
“With the bar this high, would I be hired today?” That’s
|
||
a good question. The answer might be no, but that’s actually awesome for us, and we should all celebrate if it’s true
|
||
because it means we’re growing correctly. As long as you’re
|
||
continuing to be valuable and having fun, it’s a moot
|
||
point, really.
|
||
|
||
– 48 –
|
||
|
||
Valve is growing
|
||
|
||
==================================================
|
||
|
||
Q: If all this stuff has worked well for us, why doesn’t every company
|
||
work this way?
|
||
A: Well, it’s really hard. Mainly because, from day one, it requires a
|
||
commitment to hiring in a way that’s very different from the way most
|
||
companies hire. It also requires the discipline to make the design of
|
||
the company more important than any one short-term business goal.
|
||
And it requires a great deal of freedom from outside pressure—being
|
||
self-funded was key. And having a founder who was confident enough
|
||
to build this kind of place is rare, indeed.
|
||
Another reason that it’s hard to run a company this way is that it
|
||
requires vigilance. It’s a one-way trip if the core values change, and
|
||
maintaining them requires the full commitment of everyone—
|
||
especially those who’ve been here the longest. For “senior” people
|
||
at most companies, accumulating more power and/or money over
|
||
time happens by adopting a more hierarchical culture.
|
||
==================================================
|
||
|
||
– 49 –
|
||
|
||
6
|
||
Epilogue
|
||
|
||
VALVE: H ANDBO O K FO R NEW EMP LO YEEs
|
||
|
||
What Is Valve Not Good At?
|
||
The design of the company has some downsides. We usually think they’re worth the cost, but it’s worth noting that
|
||
there are a number of things we wish we were better at:
|
||
• Helping new people find their way. We wrote this
|
||
book to help, but as we said above, a book can only
|
||
go so far.
|
||
• Mentoring people. Not just helping new people figure
|
||
things out, but proactively helping people to grow
|
||
in areas where they need help is something we’re
|
||
organizationally not great at. Peer reviews help, but
|
||
they can only go so far.
|
||
• Disseminating information internally.
|
||
• Finding and hiring people in completely new
|
||
disciplines (e.g., economists! industrial designers!).
|
||
• Making predictions longer than a few months out.
|
||
• We miss out on hiring talented people who prefer to
|
||
work within a more traditional structure. Again, this
|
||
comes with the territory and isn’t something we should
|
||
change, but it’s worth recognizing as a self-imposed
|
||
limitation.
|
||
|
||
– 52 –
|
||
|
||
E pilogue
|
||
|
||
What Happens When All This Stuff
|
||
Doesn’t Work?
|
||
Sometimes, the philosophy and methods outlined in this
|
||
book don’t match perfectly with how things are going day
|
||
to day. But we’re confident that even when problems persist
|
||
for a while, Valve roots them out.
|
||
As you see it, are there areas of the company in which
|
||
the ideals in this book are realized more fully than others?
|
||
What should we do about that? Are those differences a
|
||
good thing? What would you change? This handbook
|
||
describes the goals we believe in. If you find yourself in
|
||
a group or project that you feel isn’t meeting these goals,
|
||
be an agent of change. Help bring the group around.
|
||
Talk about these goals with the team and/or others.
|
||
|
||
– 53 –
|
||
|
||
VALVE: H ANDBO O K FO R NEW EMP LO YEEs
|
||
|
||
Where Will You Take Us?
|
||
Valve will be a different company a few years from now
|
||
because you are going to change it for the better. We can’t
|
||
wait to see where you take us. The products, features, and
|
||
experiences that you decide to create for customers are
|
||
the things that will define us.
|
||
Whether it’s a new game, a feature in Steam, a way to
|
||
save customers money, a painting that teaches us what’s
|
||
beautiful, something that protects us from legal threats,
|
||
a new typeface, an idea for how to be healthier while we
|
||
work, a new hat-making tool for TF2, a spectacular animation, a new kind of test that lets us be smarter, a game
|
||
controller that can tell whether you’re scared or a toy that
|
||
makes four-year-olds laugh, or (more likely) something
|
||
nobody’s thought of yet—we can’t wait to see what kind
|
||
of future you choose to build at Valve.
|
||
|
||
Glossary
|
||
Jargon. Lingo. Code words.
|
||
14-Year-Old Boy—If you see one running your project, don’t worry. That’s
|
||
actually 57-year-old Josh Weier (see Josh Weier). If you have any extra stem
|
||
cells, give them to him! He bathes in them daily.
|
||
Australia—A place that’s either very near or is New Zealand where more
|
||
than half of Valve’s employees were born.
|
||
City of Seattle—Where Valve’s founders promised we’d locate our office
|
||
before pulling a massive bait and switch to the Eastside (see also Greg Coomer).
|
||
Coffee Machine, Right-hand Dispenser—The dispenser in all coffee
|
||
machines at Valve that holds the decaffeinated coffee beans. To the best of
|
||
our knowledge, these have never needed to be refilled. For all we know, the
|
||
beans are decorative plastic.
|
||
Company Vacation—Every year, the company gathers all the employees and
|
||
our families, flies us somewhere tropical, and gives us a free weeklong
|
||
vacation. Popular pastimes include beard contests, snorkeling, ice cream
|
||
socials, jet skiing, or just sitting on the beach chatting with the locals about
|
||
how many googly-eyed seashells you should buy from them. (Your feeling:
|
||
none. Their counteroffer: Just buy five then.)
|
||
Empty Shelf on Fifth Floor—Place we’re planning on putting all those
|
||
awards for Ricochet once the gaming world finally catches up with it.
|
||
Fishbowl—The conference room by the lunchroom. The one with a big
|
||
glass wall. Don’t let the name throw you—we don’t actually use it as a
|
||
fishbowl! Except, of course, on Fishbowl Fridays, where we fill it up with ten
|
||
thousand gallons of putrid saltwater so that all the manta rays and sharks
|
||
will have something to breathe while they fight to the death. You won’t see
|
||
it in your list of benefits, not because it isn’t fun, but because it is illegal.
|
||
Freight Elevator—(See “Method to move your desk,” on page 18.)
|
||
Gabe Newell—Of all the people at this company who aren’t your boss,
|
||
Gabe is the MOST not your boss, if you get what we’re saying.
|
||
|
||
– 54 –
|
||
|
||
– 55 –
|
||
|
||
VALVE: H ANDBO O K FO R NEW EMP LO YEEs
|
||
|
||
Greg Coomer—The only person who cares or remembers that somebody
|
||
once might have said we’d move to Seattle.
|
||
Knives—That which one can never own enough of. A vast collection of
|
||
them is in no way a Freudian compensation.
|
||
Manager—The kind of people we don’t have any of. So if you see one, tell
|
||
somebody, because it’s probably the ghost of whoever was in this building
|
||
before us. Whatever you do, don’t let him give you a presentation on
|
||
paradigms in spectral proactivity.
|
||
Mann Co.—Maker of square, unsafe products for men that occasionally
|
||
catch on fire, and more occasionally, work as advertised. Owned and
|
||
operated by Saxton Hale (see Australia).
|
||
Parking Garage Elevators—Autonomous hostage-taking devices with a will
|
||
of their own. Beware.
|
||
Playtesting—What we do early and often. And loudly, if Karen is the tester.
|
||
Ponies—The animals most beloved by those away from their computers,
|
||
and most despised by people who prefer to hear jokes just once.
|
||
Scorpions, Poison, Queen—Repeated exposure to our bathrooms’ Pavlovian rock block soundtrack will ensure that you’ll never be able to relieve
|
||
yourself again unless someone hums “Rock You like a Hurricane.”
|
||
Shitty Wizard—Person responsible for all Dota 2 bugs. Aka Finol.
|
||
Talk Alias—Marc Laidlaw’s internal blog.
|
||
(Un)weighted Companion Pillow—The thing Erik Wolpaw carries around
|
||
with him and covers his mouth with after others have sat on it.
|
||
Valve Activities—You will learn to love blacksmithing.
|
||
Josh Weier—Variously pronounced “Josh Weere,” “Josh Wire,” “Josh
|
||
Woe-Rue,” “Josh wuhh…[trailing off],” and “Josh Joshington” by those of us
|
||
who stopped caring. They’re all equally valid!
|
||
WFH—Working From Home. What to do if a single snowflake falls out of
|
||
the sky.
|
||
|
||
– 56 –
|
||
|
||
|