During the technology push, an expanded version of the original Half-Life cabal met for months, attempting to create a complete design document similar to the first one. Acting, physics, AI, sound, rendering, and networking systems were all built from scratch. We nearly tripled the team size, and embarked on a huge technology push on all fronts. Half-Life 2 was a project with ambitious goals. This article discusses the revised Cabal Process used to make Half-Life 2. However, the greater scope of the sequel posed some problems for the Cabal Process, so we had to tweak it until it worked for us again. Needless to say, when design began on Half-Life 2, we had great interest in applying the same structure and principles to its development, too. While building Half-Life, which shipped in November 1998, Valve created a method of decentralized design called the Cabal Process (described in this article on Gamasutra), which used a small cabal of a few people from various disciplines to tackle the design. This article originally appeared in the November 2005 issue of Game Developer magazine.
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