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Most of the fired employees come from the hardware (Steam Box) and mobile divisions

Prepping for the launch of its upcoming Steam Box and expansion onto multiple mobile platforms, gaming giant Valve Corp. is making some major changes to its staff, including firing a number of employees.  The software firm -- which became famous for its Half-Life series, its Source engine, and its Steam game distribution network -- has fired at least 25 employees, according to Gamasutra.  At least eight employees disappeared from a publicly available staff registry, seemingly partially confirming the news.

The casualties include Jeri Ellsworth, a hardware engineer responsible for prototyping the Steam Box controllers, and Jason Holtman, who helped architect the STEAM service and handle developer relations.

The bulk of the cuts appear to be in the hardware and mobile (Android) divisions.  While ostensibly the Steam Box is still on track for a release sometime next year, the cuts raise question about whether Valve is second-guessing the leap into the hardware space.

Gordon from Half Life
Valve is thinning the herd.

Firings are very unusual at Valve.

The Seattle-area company is famous for its outside-the-box management strategy.  There are no bosses, no employee at the company has an official title, and there are no cubicles -- employees migrate their desks around the building to wherever they're working each week in organic fashion.

In the past, most employees who didn't work out left on their own terms without being fired.  Gabe Newell -- who The NYT says is at times referred to as the "CEO" of the company, but only by empty formality -- comments, "I get freaked out any time one person leaves.  It seems like a bug in the system."

Valve employs a little over 300 employees, reportedly, so the cuts may represent as much as 8 percent of the total workforce.  Valve employees told Gamasutra that the company is making "big decisions" and referred to the uncharacteristic firing as "the great cleansing".

Sources: Gamasutra, Develop

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RE: Well someone's gotta pay for the whale to eat..
By jwcalla on 2/15/2013 1:46:16 AM , Rating: 2
Steam absolutely could exist in an RT or iOS world

How so? Third-party stores are prohibited on those platforms.

RE: Well someone's gotta pay for the whale to eat..
By Visual on 2/15/2013 7:18:48 AM , Rating: 2
A single "app" downloaded through the official store, which treats games as extra content, not separate "apps", billing you with the available in-app purchase feature, etc? That still gives a large cut of the profits to MS/Apple so is a drawback, but is at least possible.

Also, both platforms' sideloading restrictions can be easily circumvented technically. As to the legal side of things... I don't know. I personally feel the restrictions imposed by Apple/MS on my legally bought personal device go against any logic, fair use, etc. I should be able to do anything and run any software on my property. And this should be easy to win in court the first time anyone grows the balls to actually take it there.

By Wererat on 2/15/2013 9:15:15 AM , Rating: 2
Yep, some of these exist in the gamespace now; the free app serves as a portal (pun very intended) to additional content.

A non-gaming example would be the Wired app which give you nothing itself, unless you use the app to subsequently purchase and read issues of Wired.

By NellyFromMA on 2/15/2013 2:12:35 PM , Rating: 2
In App sales are permissible for a a cut in both iOS and WinRT.

"Intel is investing heavily (think gazillions of dollars and bazillions of engineering man hours) in resources to create an Intel host controllers spec in order to speed time to market of the USB 3.0 technology." -- Intel blogger Nick Knupffer

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