Valve dev explains why Half-Life 2's eyes were (and maybe still are) the best in the biz
The G-Man is creepy for a reason
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
Half-Life 2 has aged gracefully since its debut almost 20 years ago. The classic shooter is still fun to play, its storytelling laid the groundwork for generations to come, but most of all, the game had unbeatable eyeballs.
Game developer Joe Wintergreen dug into how Half-Life 2’s eyes are the best in the biz in his Dev Scoops blog. “At one point I was trying to make my characters’ eyes nice, and the gold standard for that was (and arguably still is Half-Life 2,” Wintergreen wrote. He explains that the character’s eyes aren't “rotating meshes with bones, they’re more-or-less flat planes with shaders on ‘em that make ‘em look like balls.”
To properly explain how Valve made such good eye contact all those years ago, Wintergreen asked the developer who worked on the impressive peepers, Ken Birdwell. The eyes apparently consisted of three main textures. One was used to “simulate self shadowing from the eyelids.” Another was used for the iris. And a third was used to mimic the cornea bulge.
Once Birdwell and the team had the three main textures, it was all about getting the placement of the iris and cornea right to “make eye contact.” Birdwell says “the numbers for this can be found in any basic eye anatomy book.” Aspiring eye makers shouldn’t “worry about eye twist,” since our eyes “slightly spin when you look around due to how the muscles are attached, but it’s not human perceivable.” I did, in fact, spin my head after reading this information. And I can confirm that it is, annoyingly, very perceivable once you can’t stop thinking about it.
“I think an example for this code might still exist in the SDK, maybe in hlmv?” said Birdwell. “I know eventually it all got replaced with a fancy shader that does it all on one pass, but the HL2 era version didn’t and the code might all still be there.”
Digging through code is a Half-Life fan specialty at this point. The recent ports for Portal’s Switch release were hiding Half-Life 2 code, for some reason, and a modder naturally found a way to play the shooter on Nintendo’s console. More recently, a modder created an unofficial prequel that was very well received by fans.
For more great shooters you can play right now, check out our recommendations for the best FPS games.
Weekly digests, tales from the communities you love, and more
Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that's vaguely silly. Also has an English Literature and Film Studies degree that he'll soon forget.


