Arka Evren
Half-Life 2

GAME · 2004

Half-Life 2

Platforms
Microsoft Windows, PlayStation 3, macOS

16 archived facts 3 topics 1 source Last reviewed Sep 2026

  • Half-Life 2 — production image

All facts (16)

  1. #001

    Development of Half-Life 2 started in June 1999, six months after the original Half-Life was released.

    PRODUCTION STORY · SOURCED

  2. #002

    Half-Life 2 was developed by a team of 82 people, or around 100 including voice actors.

    PRODUCTION STORY · SOURCED

  3. #003

    Valve president Gabe Newell wanted Half-Life 2 to redefine the FPS genre, saying that if it was not viewed as the best PC game of all time it would disappoint most of the team.

    PRODUCTION STORY · SOURCED

  4. #004

    Gabe Newell gave the Half-Life 2 team no deadline and a "virtually unlimited" budget, promising to fund the project himself if necessary, while they used Valve's new in-house Source engine, developed simultaneously.

    PRODUCTION STORY · SOURCED

  5. #005

    As an experiment, Valve made a minigame called Zombie Basketball, in which players threw zombies through hoops using a physics-manipulating gun.

    BEHIND THE SCENES · SOURCED

  6. #006

    In late 2001, Valve started work on a showreel intended to be shown at E3 the following year, with the aim of demonstrating the project.

    PRODUCTION STORY · SOURCED

  7. #007

    The showreel presented to Newell featured physics, environments including the Borealis, and a dialogue-heavy scene with the scientist Dr. Kleiner.

    PRODUCTION STORY · SOURCED

  8. #008

    In September 2002, the Half-Life 2 team completed a second showreel that included a buggy race along the City 17 coast, headcrabs on a pier, an alien strider attacking the city, and a shortened Kleiner sequence.

    PRODUCTION STORY · SOURCED

  9. #009

    In October 2002, Newell told the Half-Life 2 team that the game would be announced at E3 2003 and released by the end of that year.

    PRODUCTION STORY · SOURCED

  10. #010

    As with the original Half-Life, the Half-Life 2 team split into "cabals" that worked on different levels.

    PRODUCTION STORY · SOURCED

  11. #011

    For Half-Life 2, designers built levels using placeholder shapes and surfaces, which artists then worked on.

    PRODUCTION STORY · SOURCED

  12. #012

    Valve announced Half-Life 2 at E3 2003, showing off its characters, animation and physics; the reveal was well received and the game earned the E3 Game of the Show award.

    CAREER & AWARDS · SOURCED

  13. #013

    After the Half-Life 2 leak, Valve implemented new policies to protect against leaks, including requiring journalists to attend their office to play the game before release.

    BEHIND THE SCENES · SOURCED

  14. #014

    After returning from Christmas in 2004, the Half-Life 2 team worked long hours under stressful conditions with no guarantee the game would be finished soon, while development cost $1 million per month.

    PRODUCTION STORY · SOURCED

  15. #015

    By March 2004, the Half-Life 2 team had produced a version playable from start to finish and paused development for a week to play through it.

    PRODUCTION STORY · SOURCED

  16. #016

    Major changes to Half-Life 2 at that stage included cutting the Borealis, swapping the jet ski for an airboat, and introducing the physics-manipulating gravity gun earlier.

    PRODUCTION STORY · MILD SPOILER · SOURCED

Sources & editorial notes

Sources for the entries on this page

  1. Wikipedia Half-Life 2 — WikipediaEncyclopedia · accessed 18 Sep 2026

Information from external sources is independently selected, consolidated and edited by Arka Evren. Sources are listed for verification and further reading. Encyclopedia text is used under its licence (CC BY-SA). How we work