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	<title>City 17 &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Viktor Antonov explains why he left Valve</title>
		<link>https://gamingbolt.com/viktor-antonov-explains-why-he-left-valve</link>
					<comments>https://gamingbolt.com/viktor-antonov-explains-why-he-left-valve#respond</comments>
		
		<dc:creator><![CDATA[Jordan Garland]]></dc:creator>
		<pubDate>Tue, 24 Jul 2012 22:23:55 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Arkane Studios]]></category>
		<category><![CDATA[City 17]]></category>
		<category><![CDATA[Dishonored]]></category>
		<category><![CDATA[Valve]]></category>
		<category><![CDATA[Viktor antonov]]></category>
		<category><![CDATA[Zenimax]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=98919</guid>

					<description><![CDATA[Viktor Antonov was art director on Half Life 2, the main brain behind the look, feel and smell of City 17, yet left Valve prior to the release of Team Fortress 2. To most, Valve is seen as being the pinnacle of game development and anybody who&#8217;d choose to leave must be out of their [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Viktor Antonov was art director on Half Life 2, the main brain behind the look, feel and smell of City 17, yet left Valve prior to the release of Team Fortress 2. To most, Valve is seen as being the pinnacle of game development and anybody who&#8217;d choose to leave must be out of their mind, right? Well, maybe not, as Viktor Antonov explained to Eurogamer the reasons behind his departure from Valve, ending up in the muddy waters of Dunwall.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2012/07/World_City17505thumb.jpg"><img fetchpriority="high" decoding="async" class="aligncenter size-full wp-image-99086" src="https://gamingbolt.com/wp-content/uploads/2012/07/World_City17505thumb.jpg" alt="" width="505" height="198" srcset="https://gamingbolt.com/wp-content/uploads/2012/07/World_City17505thumb.jpg 505w, https://gamingbolt.com/wp-content/uploads/2012/07/World_City17505thumb-300x117.jpg 300w" sizes="(max-width: 505px) 100vw, 505px" /></a>&#8220;I left precisely when they stopped making epic, triple-As, which was Half-Life 2,&#8221; Antonov told Eurogamer.</p>
<p>&#8220;I went to Valve specifically for Half-Life 2. I went and I collaborated with Arkane to do The Crossing and Dishonored. I put the project above everything else.</p>
<p>&#8220;Valve has grown into a much bigger company and what I really enjoy about the philosophy of Arkane is that it&#8217;s a small, core team that does risky creative projects. [Valve has] grown now, and I&#8217;m interested in a certain level of creative risk taking and a certain energy that can be compared to jazz, jamming or rock n&#8217; roll, where it&#8217;s small, it&#8217;s intense and it&#8217;s about making revolutions in the media.&#8221;</p>
<p>Viktor Antonov now works as visual design director for Zenimax, meaning not only has he overseen the creation of Dishonored over its rather impressive three year pre-production period, but also Bethesda, iD and Arkane titles.</p>
<p>Source: <a href="http://www.eurogamer.net/articles/2012-07-23-why-half-life-2-city-17-creator-viktor-antonov-left-valve" target="_blank">Eurogamer</a>.</p>
<p>&nbsp;</p>
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