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Jeep Barnett

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Jeep Barnett
Jeep Barnett.jpg
Biographical information
Born

July 3, 1982[1]

Title(s)

Programmer

Time period

July 2005 - February 2021[2]

Nickname(s)

PersonGuy[3]

Jeep Barnett is a programmer who has been working at Valve since July 2005.[2] He was hired with most of the Nuclear Monkey Software team to make Portal.[4] Although he was credited in Half-Life 2 Episodes One and Two, he did not directly work on them.[5]

Biography[edit]

"Jeep quit his janitorial job at Fred Meyer to turn his programming hobby into a career. Jeep's love of video games (and fear of returning to a life of toilet scrubbing) drove him to earn a B.S. Degree from the DigiPen Institute of Technology in Redmond, WA. His senior game project, Narbacular Drop, morphed into Portal after Valve hired Jeep and his DigiPen teammates."
― Source (June 6, 2015)

Work[edit]

Portal[edit]

  • Portals: Implemented player, AI, and other portal interactions. Coded surface fitting system.
  • Gameplay: Programmed game entities, player movement, and the portal gun.
  • Design: Ensured a smooth and memorable player experience. Crafted levels in Hammer.
  • AI: Tuned the turret’s behavior to be challenging and fair. Injected life into its reactions.
  • UI: Created the bonus maps interface for challenges and importing user created content.
  • Audio: Built soundscapes and managed aural perception. Implemented sound effect usage.
  • PR: Granted written, spoken, and video press interviews. Prepared and drove trade shows demos.

Potato Fools Day (Alternate Reality Game)[edit]

  • Design: Created mega-puzzle framework to link together dozens of cryptography puzzles.
  • Design: Monitored, disseminated, and reacted to weeks of community activity.
  • Photography: Scouted Seattle map puzzle locations and photographed image clues.

Portal 2, Cooperative Testing Initiative[edit]

  • Design: Developed game flow for connecting with a partner, level selection, and transitions.
  • Design: Codified core elements of co-op puzzle design and player gesture system.
  • Gameplay: Implemented positioning and timing mechanisms for artist-driven co-op gestures.
  • Networking: Resolved late-development lag issues and PS3/PC/Mac cross-compatibility.
  • QA: Debugged and solved Xbox 360 and PS3 TCRs.
  • PR: Met incoming international press for written and video interviews.

Portal 2, Peer Review[edit]

  • Engine: Maintained Xbox 360, PS3, and PC/Mac codebases and automated building systems.
  • UI: Developed leaderboard ranking interfaces.

Selected gameography[edit]

References[edit]

External links[edit]