Also Known As
- Steve Theodore
|Half-Life: Opposing Force (1999)||(VALVE is)|
|State of Decay: Lifeline (2014)||(Art and Animation)|
|State of Decay (2013)||(Technical Art)|
|Halo: Reach (2010)||(Technical Artist)|
|Halo 3: ODST (2009)||(Tech Artists)|
|Halo 3 (2007)||(Technical Artists)|
|Gunman Chronicles (2000)||(Modeling)|
|Half-Life: Counter-Strike (2000)||(Modeling)|
|Mech Commander (1998)||(3D Animations)|
|Half-Life: Game of the Year Edition (1999)||(Valve)|
|Half-Life: Blue Shift (2001)||(Valve is...)|
|Half-Life (1998)||(The Half-Life Team)|
|Counter-Strike: Condition Zero (2004)||(Valve)|
Steve Theodore dropped out of a Phd program in Roman History to become an animator in the early '90's.
He started off doing industrial and architectural video work, but moved to games in 1995 to work on Fasa Interactive's Mech Commander as a modeller and environment artist.
In 1997 he joined Valve, where he worked on Half-Life. During the next five years at Valve he worked on a variety of online titles (Team Fortress Classic, Ricochet, Counter-Strike and Team Fortress 2), specializing as an animator and technical artist.
He spent a couple of years at Rad Game Tools, providing an artist's perspective to the makers of the Granny animation middleware system. In 2004 he moved to Zipper where he helped the company with the transition to nextGen graphics as Technical Art Manager.
In 2006 Stephen was one of the founders of Giant Bite, a Seattle-based startup that aimed to make nextGen console games. In 2007, he works as Technical Director at Bungie Studios.
Last updated: Feb 03, 2007