Yet Valve had several programmers, several level designers, several character artists.

I therefore assumed that its textures would likewise have been created by multiple different artists.

As a result, Laur as texture artist had a lot of influence over whatBlack Mesabecame.

A zombie attacks in a corridor with a chequered floor in Half-Life.

‘," says Laur.

I was trying to enforce some visual cohesion, and that really ended up working."

“It started becoming a facility.

Cover image for YouTube video

“The photo references are much much better.

So I was all over Seattle - Harbor Island, Gasworks park - getting rusty metal things.

Using the textures forQuakeor its sequel, all you could ever really create was more Quake.

C3A1_W5A, a texture from Half-Life.

The textures aren’t the only part of Half-Life created by a single person.

All of the sounds and music were created alone by Kelly Bailey, who also worked on level design.

I admit that my love of its textures runs deeper, though.

“I was employee seventeen.

I was the only woman on the team,” says Laur, before sighing.

“That was not awesome.”

Unfortunately Laur doesn’t get a chance to elaborate, but the documentary is worth watching throughout.