Dr. Isaac Kleiner

Dr. Isaac Kleiner

@exxiion

Don't worry Gordon! She's debeaked and completly harmless!

Joined 22 Jun 2021
Black Mesa
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Judgement Day
Judgement Day
Witnessed #GabeGPT become three aware
Two Years
Two Years
There won't be any more.
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This is official Valve promo art of Alyx for HL2, which is interesting because I've never seen this used in the wild or used by fans like other promo art! Any idea when/where this first showed up?

This is official Valve promo art of Alyx for HL2, which is interesting because I've never seen this used in the wild or used by fans like other promo art! Any idea when/where this first showed up?

Hello! My name is Exxiion, and when I'm not pretending to be a Black Mesa scientist from Half-Life 2, I'm making custom GoldSrc-style grids for a lot of Half-Life mods!

I'm only one of many graphic designers attempting to make the whole Half-Life library consistent and nice to look at - over on SteamGridDB, we've been working tirelessly to bring custom assets to as many Half-Life mods as possible. Here is my personal collection of assets (https://www.steamgriddb.com/collection/1876/grids), although there are way more across the entire site!

I hope this post made you more aware of the type of visual treats that could be filling your Steam Library, rather than the very bland and unsatisfying grey boxes.

Yours most sincerely, Dr Isaac Kleiner! (Exxiion)
Hello! My name is Exxiion, and when I'm not pretending to be a Black Mesa scientist from Half-Life 2, I'm making custom GoldSrc-style grids for a lot of Half-Life mods!

I'm only one of many graphic designers attempting to make the whole Half-Life library consistent and nice to look at - over on SteamGridDB, we've been working tirelessly to bring custom assets to as many Half-Life mods as possible. Here is my personal collection of assets (https://www.steamgriddb.com/collection/1876/grids), although there are way more across the entire site!

I hope this post made you more aware of the type of visual treats that could be filling your Steam Library, rather than the very bland and unsatisfying grey boxes.

Yours most sincerely, Dr Isaac Kleiner! (Exxiion)
Hello! My name is Exxiion, and when I'm not pretending to be a Black Mesa scientist from Half-Life 2, I'm making custom GoldSrc-style grids for a lot of Half-Life mods!

I'm only one of many graphic designers attempting to make the whole Half-Life library consistent and nice to look at - over on SteamGridDB, we've been working tirelessly to bring custom assets to as many Half-Life mods as possible. Here is my personal collection of assets (https://www.steamgriddb.com/collection/1876/grids), although there are way more across the entire site!

I hope this post made you more aware of the type of visual treats that could be filling your Steam Library, rather than the very bland and unsatisfying grey boxes.

Yours most sincerely, Dr Isaac Kleiner! (Exxiion)
Hello! My name is Exxiion, and when I'm not pretending to be a Black Mesa scientist from Half-Life 2, I'm making custom GoldSrc-style grids for a lot of Half-Life mods!

I'm only one of many graphic designers attempting to make the whole Half-Life library consistent and nice to look at - over on SteamGridDB, we've been working tirelessly to bring custom assets to as many Half-Life mods as possible. Here is my personal collection of assets (https://www.steamgriddb.com/collection/1876/grids), although there are way more across the entire site!

I hope this post made you more aware of the type of visual treats that could be filling your Steam Library, rather than the very bland and unsatisfying grey boxes.

Yours most sincerely, Dr Isaac Kleiner! (Exxiion)

Hello! My name is Exxiion, and when I'm not pretending to be a Black Mesa scientist from Half-Life 2, I'm making custom GoldSrc-style grids for a lot of Half-Life mods! I'm only one of many graphic designers attempting to make the whole Half-Life library consistent and nice to look at - over on SteamGridDB, we've been working tirelessly to bring custom assets to as many Half-Life mods as possible. Here is my personal collection of assets (steamgriddb.com/collection/1876/…), alth…

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I have a particularly strong head canon.

I believe that Combine soldiers think just as much as you and me, but their memories are consistently wiped.

Some of the Combine soldier lines from HLA supports this, promoting the idea that they're still "human" in there, but at any sign of questioning orders - "cognitive dissonance" - their memories are wiped, crushing any resistance they may have had.

Imagine being in that scenario - you need to be completely compliant, both physically and mentally, because any rebellious thought you have leads to a significant wipe in memories. Maybe you still have some of your human memories left? Maybe they purposely left some intact to give you something to protect?

You'll make sure to quell any rebellious thoughts you have in the future to make sure you get to hold onto any vestiges of humanity you might have, but it's difficult to control your thoughts. Time after time, your memories are ebbed away. Each passing day, you keeping forgetting things that were once meaningful to you.

Your friends? You knew you had them, and they meant a lot, but you can't remember their names or faces now.

Your family? Just a hole in your mind where you knew they once filled.

Slowly, you manage to stop thinking for yourself. You comply, fall into line, perform atrocities against your own race; none of it matters to you now. All that matters is keeping what you have left intact.

I have a particularly strong head canon. I believe that Combine soldiers think just as much as you and me, but their memories are consistently wiped. Some of the Combine soldier lines from HLA supports this, promoting the idea that they're still "human" in there, but at any sign of questioning orders - "cognitive dissonance" - their memories are wiped, crushing any resistance they may have had. Imagine being in that scenario - you need to be completely compliant, both physically and mentally,…

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Exploring Valve Archive, part 29 - the Mercs we almost got

valvearchive.com>archive>archive>Team Fortress>Team Fortress 2>Art>Character Art>Sniper/Scout/Pyro/Medic>Concepts

Valve's design process for the TF2 mercenaries was a balancing act on many fronts. They needed to be distinct and identifiable at a glance without being loud or too complex; they needed designs that communicated function without sacrificing form; and they needed to be iconic without hogging the character spotlight. 

To find the perfect balance of character design, Valve did what they did best: they iterated, iterated, and iterated some more, keeping the ideas that worked while scrapping or re-purposing those that didn't. 

This fine-tuning left a lot of interesting proto-mercs on the cutting room floor that often get overlooked in the TF2 beta community: a Pyro with a distinct face, a Medic with no handsome features in the slightest, a Scout who looks straight out of high school, and a Sniper very reminiscent of Crocodile Dundee.

It's interesting to see how the Mercs could've looked like, but it's good to know that the line-up we have today was meticulously crafted to be as timeless and iconic as they were when the game first released 16 years ago.
Exploring Valve Archive, part 29 - the Mercs we almost got

valvearchive.com>archive>archive>Team Fortress>Team Fortress 2>Art>Character Art>Sniper/Scout/Pyro/Medic>Concepts

Valve's design process for the TF2 mercenaries was a balancing act on many fronts. They needed to be distinct and identifiable at a glance without being loud or too complex; they needed designs that communicated function without sacrificing form; and they needed to be iconic without hogging the character spotlight. 

To find the perfect balance of character design, Valve did what they did best: they iterated, iterated, and iterated some more, keeping the ideas that worked while scrapping or re-purposing those that didn't. 

This fine-tuning left a lot of interesting proto-mercs on the cutting room floor that often get overlooked in the TF2 beta community: a Pyro with a distinct face, a Medic with no handsome features in the slightest, a Scout who looks straight out of high school, and a Sniper very reminiscent of Crocodile Dundee.

It's interesting to see how the Mercs could've looked like, but it's good to know that the line-up we have today was meticulously crafted to be as timeless and iconic as they were when the game first released 16 years ago.
Exploring Valve Archive, part 29 - the Mercs we almost got

valvearchive.com>archive>archive>Team Fortress>Team Fortress 2>Art>Character Art>Sniper/Scout/Pyro/Medic>Concepts

Valve's design process for the TF2 mercenaries was a balancing act on many fronts. They needed to be distinct and identifiable at a glance without being loud or too complex; they needed designs that communicated function without sacrificing form; and they needed to be iconic without hogging the character spotlight. 

To find the perfect balance of character design, Valve did what they did best: they iterated, iterated, and iterated some more, keeping the ideas that worked while scrapping or re-purposing those that didn't. 

This fine-tuning left a lot of interesting proto-mercs on the cutting room floor that often get overlooked in the TF2 beta community: a Pyro with a distinct face, a Medic with no handsome features in the slightest, a Scout who looks straight out of high school, and a Sniper very reminiscent of Crocodile Dundee.

It's interesting to see how the Mercs could've looked like, but it's good to know that the line-up we have today was meticulously crafted to be as timeless and iconic as they were when the game first released 16 years ago.
Exploring Valve Archive, part 29 - the Mercs we almost got

valvearchive.com>archive>archive>Team Fortress>Team Fortress 2>Art>Character Art>Sniper/Scout/Pyro/Medic>Concepts

Valve's design process for the TF2 mercenaries was a balancing act on many fronts. They needed to be distinct and identifiable at a glance without being loud or too complex; they needed designs that communicated function without sacrificing form; and they needed to be iconic without hogging the character spotlight. 

To find the perfect balance of character design, Valve did what they did best: they iterated, iterated, and iterated some more, keeping the ideas that worked while scrapping or re-purposing those that didn't. 

This fine-tuning left a lot of interesting proto-mercs on the cutting room floor that often get overlooked in the TF2 beta community: a Pyro with a distinct face, a Medic with no handsome features in the slightest, a Scout who looks straight out of high school, and a Sniper very reminiscent of Crocodile Dundee.

It's interesting to see how the Mercs could've looked like, but it's good to know that the line-up we have today was meticulously crafted to be as timeless and iconic as they were when the game first released 16 years ago.

Exploring Valve Archive, part 29 - the Mercs we almost got valvearchive.com>archive>archive>Team Fortress>Team Fortress 2>Art>Character Art>Sniper/Scout/Pyro/Medic>Concepts Valve's design process for the TF2 mercenaries was a balancing act on many fronts. They needed to be distinct and identifiable at a glance without being loud or too complex; they needed designs that communicated function without sacrificing form; and they needed to be iconic without hogging the character spotlight. To fin…

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