Tell us a bit about yourself and your role at Crowbar Collective.
Hi! I’m Matt, and I’m a 23 year old Environment Artist. I've been contracting with Crowbar Collective since 2017, but I recently came on as a full-time artist in 2020! I was one of the handfuls of people that helped create environment art for the Xen chapters. Recently, I’ve been touching up the outdoor environment art for Black Mesa's earth levels, as well as other things I’m not allowed to talk about yet!
If you’d like to follow me on my art journey, my Twitter is @Matt_in_3D.
What was your first experience with Half-Life?
I found Half-Life before I even hit 10— I was lucky to get my own PC at such an early age. It was from a local university’s surplus exchange where they would liquidate old computers and other electronics, we got it for maybe $20. My family made a habit of going to this surplus every week to dig around for random cheap parts to collect, and one day I ran across a Soundblaster card still in its original box. I opened it to find the driver CD alongside a few demos, one being a Half-Life: Day One disc, so I took it home and tried them all out. Considering I don’t recall what the other demos were, I’d imagine you can guess which game stuck with me. I still have it!
When did your interest in game development begin?
I’ve definitely always had an interest in design. Looking back, I feel like it was accelerated by the games that shipped level editors alongside them. Younger me was so infatuated by these customized toolboxes that I could use to make my own stuff, just like the real developers. With existing assets and endless amounts of time, it was so easy to create new designs or rip apart and study the levels that the developers made. I spent as much time just experimenting in the editors for Starcraft, Trackmania, Pro Skater, Marble Blast, and Age of Empires just as much as I did playing the actual games.
Eventually, I dipped into the larger editors like UE3 and Radiant, so it was only a matter of time before I stumbled across Half-Life 2 and Source SDK. I taught myself Hammer in middle school as my main hobby and eventually started making levels for Garry’s Mod in early highschool, which is what led me to meeting and joining the team at PixelTail Games to work on GMod Tower, a social party game for Garry’s Mod.
After a few more years of working on GMod Tower designing levels, around the time I finished high school, I realized that I was drawn more towards environment art over level design, and the only way forward was to learn how to model and texture assets for games. Towards the end of GMod Tower and starting development on its spiritual successor Tower Unite, I solidified my modeling skills and created levels inside Unreal 4 (including lots of minigolf courses).
How did you get involved with Black Mesa (If you joined later on)?
I joined at 19, so I’m the youngest on the team by a far mile. Before applying, I had played the mod as a fan just like everyone else and was totally blown away at what they had pulled off. I officially came on board at Crowbar Collective as an artist in 2017, but a few years prior, I actually tried to apply as a level designer in 2013 while I was still in high school. Although the team liked my designs, since I was 16, I was turned away because I legally couldn’t sign the non-disclosure agreements. However, they encouraged me to apply again later!
After Black Mesa’s early access launch, Crowbar put out a call for artists to help work on Xen, and I knew it was the right time to apply again— I’m happy I did! The “young” puns never stop rolling, but the team has been extremely supportive of my environment art journey over the last few years. I can’t thank them enough for the opportunity I was given.
What do you enjoy the most about Black Mesa?
Around the time I joined, I started doing playtests for the Xen and Gonarch levels, which were still in Blockout and disconnected from one another. You’d load up the individual map in the console, play the design experiments, and at the end, you typically got met with a cat texture that shipped with HL2 to signal the ending.
Even though I ran through the game a tiring amount of times, it was such a cool thing to watch the level design come together over time and see those rough concepts get developed into the final overarching flow. I definitely thrive on the energy of a team coming together to create something bigger than any one of us could create alone.
What software did you use for your work?
For Black Mesa, I work exclusively inside 3ds Max using Wallworm Model Tools. Rarely do I ever actually open up Hammer anymore! Most of our materials were authored in Substance Designer / Painter.
How much does using Wallworm improve workflow in the Source engine?
The difference is staggering! It’s so easy to sculpt displacements, place foliage, paint blends, and I can create brush systems in a fraction of the time in comparison to Hammer. It sets you up to embrace iteration and get your ideas flowing, rather than getting worked into a corner with complicated brushwork! You can create entire level designs just by plotting down some splines and letting the walls construct themselves. Plus, Wallworm Pro is totally free to download now! Shawn has worked closely with us to make the Source art pipeline faster than it ever has been before.
What was the most difficult moment for you working on Black Mesa?
Even though Wallworm vastly improves how you can approach environment art, working in Source in the modern day when objectively better tech exists requires a special level of patience. At certain points, it can feel like getting things in-game is more difficult than creating the actual art itself. After 10+ years, I can confidently say I equally love and hate Source. “Breaking free” from Hammer and transitioning into 3ds Max was tough, as I had to throw out deep-rooted habits from my level design years that only really were pertinent for creating BSP, but in the long run was invaluable to developing better mentalities and approaches for creating art.
In terms of the art itself, I think that each chapter of Xen presented its own unique challenges to tackle, but Interloper certainly was a larger one due to the demands of this otherworldly organic art inside an engine that’s tailored for the exact opposite circumstances. A lot of it combined fleshy, alien material and bones that were fused to metal parts that level designers created with BSP, so figuring out how to handle the transitions between the hard and fleshy shapes was a challenge for sure. It took a lot of good effort from everyone on the team.
What do you want to improve about Black Mesa?
I’ve enjoyed updating up the older outdoor earth sections with new art, so I’ll continue to do that until they cut me off! :)
Tell us a bit about yourself and your role at Crowbar Collective.
I’m 35 years old and live in central New York. I started gaming on the original NES and got to grow up with the video game industry. I split my time between gaming and being active outdoors. Today I try to maintain that as a game developer and a volunteer firefighter.
I started on the team as an artist, became the art lead, then project lead, and now have the honor of owning the company. These days I manage the business, help manage the team, and provide direction for the games we make!
What do you enjoy the most about Black Mesa?
I’ve been really enjoying the new HECU combat we added with 1.0.
During the early years of the mod, a lot of us worked in bubbles, as we had not yet quite figured out working remotely around the world. To this day I am still impressed by the level of detail put into the environments, and how the team made the Black Mesa Research Facility come to life. I am still finding new things after over 14 years of being on the project.
What was the most challenging hurdle that was overcome during development in your role?
I’ve had a few roles throughout my time on Black Mesa, each with their own unique challenges. I would have to say the hardest part has been maintaining a business and an international decentralized team. There are a lot of resources for learning art, there are some good resources for learning design, but business is like a black hole of information.
What software did you use for your work?
I pretty much live in Google Docs these days...
How did you get involved with Black Mesa (If you joined later on)?
I was in college and our group heard about a remake of Half-Life being made by a mod team. We all figured it would be a great portfolio piece to get hired in the industry, so a lot of us applied. One of us got on the team as a level designer, and worked to get a bunch of us on the team!
How did you resist getting burnt out over such a long development process for Xen?
It was difficult, especially being an all-remote team. At the end of the day, it was our love for the original game, and the crazy good work in progress posts by the team that kept us all going. You may be stalled, but seeing the fantastic progress made by others could motivate you out of it!
Do you accept pineapple on pizza or are you against it?
I love pineapple on pizza. Don’t @ me!
When did your interest in game development begin?
It actually started with watching how movies were made in middle school. I used to watch “Movie Magic” on the Discovery channel, and I loved to see how everything came together. After movies like Jurassic Park and The Matrix, I got more and more into 3D modeling, took CAD classes in high school, and started messing around with the Hammer Editor (called “World Craft” at the time). I applied to one college for “Game Art and Design” and got in.
If you had unlimited time, money, and help, what game would you make?
The game we’re making now ;)
What is your favorite weapon to use in Black Mesa?
A lot of you have requested for Black Mesa to be on NVIDIA GeForce NOW. Your wait is finally over! We are excited to announce that Black Mesa is now available on NVIDIA's cloud gaming service.
We will be starting a new series called "Meet the Devs" where you will get a chance to meet the majority (not all) of the talent behind Black Mesa. For the next two weeks, we will release a daily series of questions and answers where the developers themselves answer several sets of questions—both personal and their experiences while they have gone through the years of development of Black Mesa. This is an opportunity for everyone to meet the team and get some behind the scene information. You can also expect answers to some frequently asked questions, answers about Hat Run discussions, and even an arg challenge embedded in the series.
The following will be the order they are shared with each dev interview coming out daily:
We will begin this tomorrow (8/21) and end on September 3rd, so keep an eye out! If you have any follow up questions about any of the devs, feel free to comment under each announcement, and we will answer them.
Thanks, and we are excited to tell you all more about "the many faces" behind Black Mesa.
Black Mesa has well over 1,000 workshop creations, with many of them being fantastic, it is tough to pick favorites. But recently we held a vote to decide on what the community’s overall most favored creations were!
These are one of the many masterpieces created by fans, and we want to showcase them and others. These workshop submissions will be showcased by the developers during a live stream in the near future!
Congratulations to the winners, and thank you everyone for participating!
There has been an amazing amount of fantastic workshop items for Black Mesa over the years, and we would like to showcase the best there is to offer! We will be showcasing the best-voted workshop items on Discord, Social Media, Steam, and possibly developer live streams!
We would like the community to participate in this as well! Anyone can nominate their own or their favorite workshop items in the #workshop-nomination channel on the Discord server!
After the nominations are all in we will create a vote for everyone to participate in and pick their favorites.
The Black Mesa team will be doing a community play session on Thursday, July 2nd! Come face off against the Devs, and try out the new multiplayer beta! The goal is to play the game and have fun, but we’ll be tracking any bugs or issues along the way.
The game is 35% off for Steam Summer Sale 2020 (June 23rd - July 9th). We have a bunch of stuff going on, so let’s get right into it!
Public Beta
We have pushed a build to public beta to test the changes we have made so far for the next update. We have fixed or improved a TON of things in the game, but here is a quick overview:
-New art throughout earthbound to get the natural environment art more on par with Xen -Full clipping pass to the entirety of the game to prevent getting caught on random environmental obstacles and to allow more smooth navigation -Fixed weapons not playing animations correctly in multiplayer (pistol, shotgun, tau) -Improved combat encounters (including fixes to HECU shooting through walls and getting stuck) -Various improvements to environmental storytelling and scripted sequences -Lots of fixes to small visual bugs like floating props, missing faces, and holes in map
The game should feel much smoother and more polished.
Friday, June 26th at 6PM the Black Mesa project lead, Adam Engels, will be running through the game and attempting to get the “The Rarest Specimen” achievement.
We’ll be giving away keys to multiple games, including Black Mesa, during the playthrough. Check out Crowbar Collectives Twitch channel for the scheduled stream times!
Multiplayer Public Beta Playtest
The team will be doing a community play session on Thursday, July 2nd at 3PM EST! The goal is to play the game and have fun, but we’ll be tracking any bugs or issues along the way (Note: Our gameplay tests have been super smooth, but some UI issues have not been fixed yet like character select, and the MP disconnect bug).
Black Mesa Game Box and HEV 3D Print
We’ve hosted the Black Mesa game box file so that anyone can download it and print one for themselves. It’s a large print size, but we are interested in seeing mini versions of the big box :P
We've also host the files for the 3D print of the HEV suit.
We have even more for the future 1.5 patch, including:
-A big change to one chapter we are really excited about, but don’t want to spoil yet -UI enhancements and improvements -Full controller support -Additional art improvements for chapters, including Interloper -Continued bug fixes and polish
We’ll have more updates and reminders soon. If you wanna stay up to date with all things Half-Life, check out our social media links below. If you have technical issues, or just want to chat with the Black Mesa developers and our community, check out our official Discord!
Do you aspire to work on video games, or are you already in the video game industry? Crowbar Collective has some fantastic opportunities for those with an exceptional attitude and the skills to match it! We have put together a superb group of people throughout the years from all over the world, and now we are looking for more.
We are currently hiring for the following positions:
Character Concept Artist: Contract - 3-6 Months
Character Artist: Contract/Part-Time - 3-6 Months
Environment Concept Artist: Contract
Texture Artist: Part-Time - 10/20 Hours Per Week
Source Programmer: Part-Time
Business Developer: Full Time
To learn more and apply, go to our website by clicking here. If these positions do not fit you, please share it with those who might be a suitable candidate.
We’re interested in building a team, not just a game. Come work with us!