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This profile was last updated on 10/16/15  and contains information from public web pages and contributions from the ZoomInfo community.

Programmer and Designer

Phone: (425) ***-****  HQ Phone
Email: r***@***.com
Local Address:  Kirkland , Washington , United States
Valve Corporation
STE 500, 10900 NE 4TH ST
BELLEVUE , Washington 98004
United States

Company Description: Valve is an entertainment software and technology company founded in 1996 and based in Bellevue, Washington. The company's portfolio of entertainment properties...   more

Employment History

Board Memberships and Affiliations


  • RMIT University
157 Total References
Web References
But Valve's Robin ..., 16 Oct 2015 [cached]
But Valve's Robin Walker added: "Ads don't serve any value to costumers."
Walker explained that Valve's challenge right now is to create new tools and functionality to help its 125 million users find games they're interested in. In September 2014, Valve released the "Steam Discovery Update" with the aim of helping users filter through the flood of new releases. Walker said Valve continues to work on new algorithms and processes to make this even better.
Valve, 5 Jan 2014 [cached]
Robin Walker
Robin Walker co-wrote the hugely popular Quake mod "Team Fortress," before being assimilated when Valve acquired Team Fortress Software. Since then, he has been responsible for design, code, and management on various Valve products.
An in-game economy can now be ..., 22 Oct 2010 [cached]
An in-game economy can now be readily created by partners using the microtransactions system within the Steamworks SDK."We've come to understand what type of content sells well in TF2's in-game store, and the various price points at which players value this content," said Robin Walker, game designer at Valve.
PlanetFortress, 22 Sept 2013 [cached]
Groups like TF1 AntiCheat have made it so you can still have an enjoyable game of TeamFortress for Quake. -- For TF's 4th Birthday, we had a reunion game with Robin, John and a lot of others from the Community.
Robin Walker, Founder and Lead Designer Robin attended RMIT University prior to joining NEC where he wrote power station communications software. At RMIT he met John Cook and Ian Caughley and began development of the original Team Fortress. Robin has won three Australian national deathmatch competitions. He is responsible for the design and game DLL in Team Fortress 2.
PlanetFortress - A Member of the GameSpy Network, 22 Sept 2013 [cached]
Robin Walker Interview PlanetFortress - A Member of the GameSpy Network
Robin Walker Interview The guys get a chance to talk to Robin Walker while visiting the Valve offices. - The PF Staff
PlanetFortress: Is TFC turning out to be the game you wanted when you first started working on Quake TF?
Robin Walker: Yeah, I think so.
Robin: It's pretty good, I'm not sure that you can ever reach a perfect class balance.
Robin: Yes, we have this data gathering system in development which server operators will be able to run.
Robin: Right now it's just designed for TFC.
Robin: Quadruple the size!
Robin: Tell your friends about it!
Robin: Umm, were not in a post apocalyptic world yet, and I think that if we were, and a nuclear bomb had gone off, I would go out and try to make as many friends as possible.
Robin: (to Doug) They want to know if we'll roll out new boxes for TFC.
Robin: Probably not, TFC is just brighter overall. TF was very dark in some areas, so this flare came in quite handy. With TFC we don't have so many dark areas, and dynamic lights would really hit up the frame rates.
PlanetFortress: Yeah, and then there was the QTF bug when too many were thrown, it would crash.
Robin: Yeah, we wouldn't have that sort of problem, just that it would be too much of an unneeded strain, without giving the gameplay all that much.
Robin: Probably the play tests right now, that's for sure. We do play tests all the time, and sometimes it's more fun than others. But, when something new is coming down the pipe, like right now, it's easily the most fun part of my day.
PlanetFortress: Do you feel like you're at work here still?
Robin: Oh, we're definitely at work. A lot less play goes one here than when we were doing this from home in Australia. It is a job and I have to do lots of stuff that I don't like to do, like interviews and stuff :)
PlanetFortress: That's all I really have without asking TF2 questions [grin]
Robin: You beat me down with that Aussie Loner one :)
PlanetFortress: You were talking earlier about how your still supporting the community, by keeping more and more updates. As you guys get closer to TF2, do you see yourselves scaling that back at all?
Robin: No, definitely not.
Robin: Yeah, it's a possibility.
Robin: We're getting smarter about our cheat prevention stuff. We're learning all the time.
Robin: We talk a lot to our outside people, but we maintain our own source code. We talked to a couple of high profile cheater guys who released some stuff, and we said 'hey would you like to work out some of our problems instead of working on cheats? Try and find things before anyone else finds them?' They liked that way much better so now they help us out.
PlanetFortress: Do you guys plan on working with any more specific mods to do what you did with Counter-Strike and send off a product similar to Counter-Strike so you could maybe buy Front Line Force at a shop?
Robin: Sure, we're always looking for any interesting mods out there.
Robin: Yeah, definitely.
Robin: That was probably the initial battle when we started doing the first Mod Expo; trying to get the press to realize that mods are important.
Robin: Yeah, I think people are starting to realize that some of these mods are better than some of the games out there that professionals are making.
Thanks to Robin (and Doug who tossed in his thoughts as well) for the interview. -- Be sure to check out the rest of the content that we have written up as a result of PlanetFortress' Trip to Valve Software.
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