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  1. en.wikipedia.org › wiki › Marc_LaidlawMarc Laidlaw - Wikipedia

    Marc Laidlaw is an American writer. He is a former lead writer for the video game company Valve , where he worked on the Half-Life series before his departure in 2016. Before joining Valve, Laidlaw was a novelist working in the fantasy and horror genres, and in 1996 won the International Horror Guild Award for his novel The 37th Mandala .

  2. Jan 8, 2016 · Jan 8, 2016, 9:42 AM PST. The man who wrote Half-Life and Half-Life 2 has left game developer Valve. Writer Marc Laidlaw has confirmed that, after 18 years with the company, he is no longer a ...

  3. Marc Laidlaw is an American writer of cyberpunk-oriented science fiction and horror as well as a former video game designer at Valve Software. He is perhaps most famous for writing Dad's Nuke and The 37th Mandala, and for working on the popular Half-Life series. Laidlaw was born in 1960 and raised in Laguna Beach, California, he attended the University of Oregon where he tried, and was ...

  4. Oct 26, 2021 · Oct 26, 2021. 30. Marc Laidlaw. Marc Laidlaw worked at Valve between January 1997 and January 2016, the year he retired from the company. He has written successful games like Half-Life 1 and 2, Dota 2 and Portal, novels like Dad’s Nuke, The 37th Mandala and Underneath the Oversea, and a series of short stories. 1.

  5. Aug 7, 2003 · Marc Laidlaw On Story And Narrative. Marc Laidlaw, Valve's resident writer and game designer, was key to the strong narrative structure in Half-Life. With the trailer for the game's sequel making waves around the world, Simon Carless talked to Laidlaw to learn more about his work. Simon Carless, Blogger. August 7, 2003.

    • Simon Carless
  6. On Valve 's official website, his function was described as follows: "Marc Laidlaw joined Valve in [summer [8]] 1997, bringing his experience as an author of weird fiction to bear on creating the Half-Life storyline. He was sole writer on Half-Life and Half-Life 2, and lead writer for the Half-Life 2 Episodes.

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  8. Mar 1, 2023 · Image credit: Valve. Laidlaw’s plan for the rest of Half-Life’s story was, during the Borealis project, “very vague and diffuse”. “It’s important to say that every story we did was a thing we discovered along the way, as a team, and not as something I had an idea for and somehow drove people to execute,” he says.

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