1. Black Mesa
  2. News

Black Mesa News

Meet the Devs: Chris Horn

Chris Horn


[h3]Tell us a bit about yourself and your role at Crowbar Collective.[/h3]
I’ve been a level designer for Crowbar Collective since the very early days, first starting as an early tester for a friend on the project in late 2005 before joining the team in the middle of 2006 just after the Alpha 5 leak, about 6 months or so into development. Originally it was to add a helping hand in remaking everything again from scratch post leak, but also as I had some interesting tech I thought could be useful for skybox development, and my old modification was winding down at the time. I delayed joining earlier as I was at the time working on a Christmas release Counter Strike Source map CS Xmas. My primary task was to plan and build Questionable Ethics from scratch as it was one of the few chapters that had no development at all on it bar a single concept drawing and some early textures. This later grew into work on Blast Pit, Surface Tension, and various small bits here and there. In mid 2012 to late 2018 I took over as Lead Level Designer in order to design the primary development plans and layouts for Xen, based on earlier prototypes I’d been working on, and focused primarily on Gonarchs Lair, Xen and Nihilanth and also drive Multiplayer forward, with Crossfire as my primary DM map. I’m currently Xen lead and Senior Developer with a specialization in planning and environmental storytelling. I also designed one of the largest in-game easter eggs I think exists, with the Pizza Code Mystery ARG.

[h3]How difficult was the task of reimagining Xen?[/h3]
Development started on the initial prototyping of Xen way back in 2008, where a few of the team, myself included, started to create some baseline prototypes and map concepts, using my earlier work in Questionable Ethics as a basis. The earliest works included a test map and various prototype props that made it into the mod version of the game.


(the earliest map of Xen c2008 - by me :3)

The planning process for Xen took approx 6 months, which I completed whilst we started to convert the game into a retail project, and took on the task of starting Multiplayer maps and gameplay. The Process for which was a complicated comparison look at the original, beta Xen maps from Valves perforce server and collated old references and original concepts from various wikis and fan sites. I then designed each and every area of Xen to Nihilanth with a focus on progression, links to the original in key areas; maintaining a flow of gameplay towards an end goal, providing an ideo locator in the form of the great tower (a mirror to the Citadel in the Half Life 2 game) and including some of the original cut content, but in a more logical and story driven way (the swamps). The full process and all the reasoning behind every plan detail is far too long to include here, but I will provide a collated plan from my originals to show that the entire section was designed to not overlap and lead linearly from start to finish.

Eventually, we moved on to blocking out the chapters, which at first was a direct overlay conversion from my original drawings, using the numerical notes as a guide.

This was then refined over the next few years as we tested gameplay, cut and redesigned areas based on feedback, before pushing into a full art pass and polish phase at the end.



[h3]Any movies or other games besides Half-Life you took inspiration from during development for your role specifically?[/h3]
The primary games over the years I’ve taken inspiration from include titles like Farcry (the original 2006 game), Stalker Shadow of Chernobyl and Call of Pripyat (for Blast Pit), Rainbow 6 Vegas for the ST Dam map and various mixes of labs for Questionable Ethics from games like Quake 2 and 4, Farcry. I have a very large collection of films, but oddly didn’t really use any for reference (Apart from Indiana Jones and the Last Cruscade to complete an easter egg a friend came up with in the pub one night). Other references for things came from Kew Gardens and The Eden Project for plant references and my own urban exploration adventures for alot of the early Blast Pit style guides (Tunnels 300ft under the cliffs of Dover and lost napoleonic forts)


(Southforeland Deep Shelter - by Me)

[h3]How far are you planning (or have planned) to go with the ARG?[/h3]
ARGs are interesting things when they spread out from the original intent, originally the ARG was set to be in 3 component parts, the initial beginner puzzles to ease people into it, followed by a single harder puzzle that would unlock an interactive and far harder section, which in turn would then complement the release of Xen with an even harder and more complex section of puzzles. However work constraints and timings as well as the non-continuation of the storyline tie into Multiplayer (which was originally planned to have a storyline built into the environments - you can see the only real public part of that storyline in the multiplayer trailer mock commercial we did).

The ARG itself is now gigantic and very multilayered, as to how far it goes is entirely secret, the complexity may increase or decrease depending on the participants and the future is not entirely set, whilst being both complete and not. It is important to remember that not every mystery can be entirely solved and nor should it, or it ceases to be a mystery. I can say that I already started to plan the final phases of the ARG storyline and that of the Dr Horn character, and it may or may not lead to something big (or even small with big ears). Is there a conclusion - probably. Have we reached it yet - not yet. Is it solvable - for that people will need to construct more than just where Dr Horn has gone, what he has become and how pizza’s tie into it, the conclusion will not be the solution but the beginning of an end that starts a new chapter. It’s just not that linear and probably full of bugs...

:3*58[-(1.††3065321(*50]-9)1(]8;.3[5-5¢†($4153†8360¶];¢32¶(2?9[6¶08[†638255[:904::†0[8279-†68$]1$‡10(-9*)60$353‡$8-*96.87¶]¢35)

[h3]Do you accept pineapple on pizza or are you against it?[/h3]
As the world's leading and only authority on Pizza I can confidently answer this question in detail, the conclusion you should all in future refer to as fact. (this is not a democracy, proof is not needed)

Firstly, Pineapple rated in the top 10 pizza toppings according to Huffington Post, now admittedly it was 9th just above Spinach… but I digress. More importantly, we have to take into account the use of Pineapple as a foil to flavour, combinations of raw pineapple with cheap ham squares is usually the reason people hate pineapple on pizza. Should you, however, roast the chunks and lightly smash them in order to glaze and release more juices, whilst dulling the acidic edge it can really work well with pulled pork or even pepperoni, as it cuts through the fat without being overwhelming. In short, most of you haven’t had Pineapple on pizza done well. (This is also an argument that can be made with Marmite, but that is beyond the scope of this factoid).

Many argue from the position of authenticity, claiming that it's not Italian. This is clearly nonsense, as Pineapple existed in Italian cuisine before Pepperoni ever did, and things like Corn and Ranch dressings are hardly traditional. Also I had a delicious Ham and Pineapple pizza in a pizzeria restaurant at 1AM on a hot summer night in the port town of Salerno, stonebaked properly by an authentic Italian pizzaiolo, it was great. (I also had a pizza alla fiorentina, which has the spinach and egg but now I'm starting to reminisce about food... )

In short, it's not only fully acceptable, it's one of the more popular toppings that has sadly become a meme. If you don’t like it, don’t eat it, all the more for me.

[h3]If you had unlimited time, money, and help, what game would you make?[/h3]
I’m a big fan of role playing games like The Elder Scrolls or Zelda. Having played Breath of the Wild recently, and plenty of Skyrim I would love to combine the two gameplay styles with that of a puzzle game like Myst but potentially with a cute style and open quest design system. I’m also a big fan of the Silent Hill games, so a horror puzzle game mixed with the Amnesia style system perhaps in VR would be fun.

My biggest problem is scope, when I plan something I tend to plan very big and work down from there rather than expanding into feature creep, but with unlimited time and money the game would have everything, detailed character arcs for every NPC, every book would be readable and have relevance to quests and puzzle solving, there would be an entire library dedicated to helping the player solve some of the puzzles and a little professor living in his observatory to get advice about books and puzzles from. Immersion being the key focus, whilst combat wouldn’t be very important at all outside of specific stealth and or story components. The difficulty would be in how hard the puzzles were, and there would be multiple levels of this to choose from.

As with all vast highly detailed story worlds, a trilogy would likely be needed.

Who knows, perhaps this will one day be a thing.


Dr Horn ~ Out.

Meet the Devs: Matt Young

Matt Young


[h3]Tell us a bit about yourself and your role at Crowbar Collective.[/h3]
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.



[h3]What was your first experience with Half-Life?[/h3]
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!



[h3]When did your interest in game development begin?[/h3]
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).

[h3]How did you get involved with Black Mesa (If you joined later on)?[/h3]
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.

[h3] What do you enjoy the most about Black Mesa?[/h3]
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.

[h3]What software did you use for your work?[/h3]
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.

[h3]How much does using Wallworm improve workflow in the Source engine?[/h3]
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.



[h3] What was the most difficult moment for you working on Black Mesa?[/h3]
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.

[h3]What do you want to improve about Black Mesa?[/h3]
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! :)















Meet the Devs: Adam Engels

Adam Engels


[h3]Tell us a bit about yourself and your role at Crowbar Collective.[/h3]
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!

[h3]What do you enjoy the most about Black Mesa?[/h3]
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.

[h3]What was the most challenging hurdle that was overcome during development in your role?[/h3]
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.

[h3]What software did you use for your work?[/h3]
I pretty much live in Google Docs these days...

[h3]How did you get involved with Black Mesa (If you joined later on)?[/h3]
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!

[h3]How did you resist getting burnt out over such a long development process for Xen?[/h3]
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!

[h3]Do you accept pineapple on pizza or are you against it?[/h3]
I love pineapple on pizza. Don’t @ me!

[h3]When did your interest in game development begin?[/h3]
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.

[h3]If you had unlimited time, money, and help, what game would you make?[/h3]
The game we’re making now ;)

[h3]What is your favorite weapon to use in Black Mesa?[/h3]
The MP5 is my crutch...

Black Mesa on GeForce NOW!

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.

See you in Xen, Scientists!

Meet the Devs of Black Mesa!

Greetings, Scientists!

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:

1. Adam Engels https://store.steampowered.com/newshub/app/362890/view/4459080278596237856
2. Matt Young https://store.steampowered.com/newshub/app/362890/view/4459080278585588818
3. Chris Horn https://store.steampowered.com/newshub/app/362890/view/4459080278585609970
4. Chetan Jaggi https://store.steampowered.com/newshub/app/362890/view/4459080278593542856
5. Chon Kemp https://store.steampowered.com/newshub/app/362890/view/4459080278596554991
6. Spencer Rose https://store.steampowered.com/newshub/app/362890/view/4459080278593424718
7. Brian Dale https://store.steampowered.com/newshub/app/362890/view/4459080278593537288
8. Shawn Olson https://store.steampowered.com/newshub/app/362890/view/4459080278586266756
9. Kevin Sisk https://store.steampowered.com/newshub/app/362890/view/4459080278586227225
10. Craig Mirfin https://store.steampowered.com/newshub/app/362890/view/4459080278593456386
11. Johnathan Welsh https://store.steampowered.com/newshub/app/362890/view/4459080278593505759
12. Nathan Ayres https://store.steampowered.com/newshub/app/362890/view/4459080278593584007
13. Anthony Stone https://store.steampowered.com/newshub/app/362890/view/4459080278593440123
14. Ben Truman https://store.steampowered.com/newshub/app/362890/view/4459080278593555014
15. Mike Hillard https://store.steampowered.com/newshub/app/362890/view/2886199914073038906
16. Joel Nielsen https://store.steampowered.com/newshub/app/362890/view/2886199914076555541

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.