Gabe Newell Net Worth

Gabe Newell Net Worth is
$4.1 Billion

Gabe Newell Biography

Other popular games produced by Valve are Portal and Still left 4 Dead. Gabe Newell is normally remembered when discussing Valve Corporation.By 2012, Forbes has estimated Newell’s net well worth to be in the spot of $1.5 billion. It has presently dropped to about $1. He’s also a big style intellectual and monetary supporter of Democratic Party. The business enterprise was very effective, as Valve kept developing successful video gaming like Day time of Defeat, Portal, Half-Life, and Counter-Strike amongst others. Situated in Bellevue, WA, Valve Company was co-founded by Newellby using the amount of money gained as a software program developer at Microsoft and also by cashing his stockholding of the program giant. His partners had been Mike Harrington, another Microsoft worker, and Michael Abrash, a previous Microsoft worker who left the business and became a member of id Software to focus on developing the Computer video game ‘Quake. He founded his Valve L. Since that time, the multiple-award winning video game has earned over 50 ‘game of the season’ trophies.Gabe Logan Newell can be an American businessman, better referred to as the managing director and co-founder of Valve Company, a privately owned gaming online distribution and advancement company. The business is also connected with Steam, an on the web digital game distribution system in which a user base greater than 75 million gamers can buy software program from publishers and programmers. The approximate total worthy of of the business is reported to be around $3 billion. Gabe Newell highlighted in Forbes’ set of ‘A Name You Should Understand’ in Dec. On requesting about him he says he’s the “maker on the initial three releases of Home windows”.He was also a recipient of the BAFTA Fellowship Award in 2013. Newell is wedded to Lisa Mennet plus they have 2 kids.The family man is fairly a reclusive person rather than much is well known about his personal life. It had been Doom which produced him recognize that video video games were likely to the main resources of entertainment later on, while Super Mario 64 offered him the fact that video gaming were also a kind of creativity and artwork. He however includes a posh, renovated oceanfront villa at Longer Seaside Peninsula, where he frequently spends his vacations along with his family members. His business enterprise has produce video games which have gone to become hugely effective. Newell has mentioned that he really wants to be approved by everyone as a ‘benevolent elder statesman’ in the wonderful world of video gaming. He recalls that folks have a tendency to hug him every time they run into him.’ His work at Microsoft is usually what ultimately earned him millions and also commodity as remuneration. His kids were awesome with the gesture and motivated him to ‘roll with it.’ Gabe considers himself to become a non-hugging person, but he offers learnt to live with this facet of his fame. He offers said that the procedure of customer interaction can be an ongoing learning procedure for him. Newell likes playing varied video games such as for example Doom, Super Mario 64, and Celebrity Trek on a Burroughs mainframe pc. It isn’t known whether he owns elegant private jets, high-class yachts, or a fleet of very cars. His organization is known as among best suppliers and distributors of video gaming. ‘Gaben’ is usually his official email. Newell was an individual of Fuchs’ dystrophy, a corneal condition which exists from birth. The disorder was corrected via 2 corneal transplants completed in 2006 and another year. He is in charge of releasing popular video game series ‘Portal’ and ‘Group Fortress’. Newell is a different one of these school dropouts who continued to be billionaires. After going to Harvard University for 3 Gabe dropped out, became a member of Microsoft Corporation and years. Newell was instrumental in assisting develop the original versions of the Home windows OS software program. He has mentioned that he was ‘a software program producer on the 1st 3 releases/variations of Home windows. He was along with his children in public areas when this incident happened for the very first time. After creating software program for Microsoft for pretty much 13 years, the ‘Microsoft Millionaire’ left the business in 1996 and were only available in personal venture, Valve Company. Newell has mentioned that his inspiration to be on his own originated from the achievement of Michael Abrash with Quake.5 Billion: Gabe Logan Newell (/ˈnjuːəl/; Gabe has gained his large wealth by doing work for a long time in Microsoft Company and afterwards as the co-founder of Valve Company. He noticed Doom, as another of entertainment. The worthy of of the beach home is estimated to end up being worthy of millions. Yet, in 2010, Gabe highlighted on the stage during Sony’s keynote address. Gabe Logan Newell, popularly known as Gabe Newell, was created on 3rd of

Known for movies

Quick Facts

Full NameGabe Newell
Net Worth$4.1 Billion
Date Of BirthNovember 3, 1962
ProfessionFinancier, Video Game Producer, Entrepreneur
EducationHarvard University
SpouseLisa Newell
AwardsBritish Academy Games Award for Multiplayer, BAFTA Fellowship
NominationsBAFTA Games Award for Best Game (Public Vote), BAFTA Games Award for Best Game, BAFTA Games Award for Use of Audio, BAFTA Games Award for Action Game, BAFTA Games Award for Gameplay


1 What's the right way to think about the distribution part of Steam? You need to worry about viruses and people trying to publish other people's content, but the underlying thing is to eliminate that barrier between people who create stuff and people who want to have access to it.
2 We think touch is short-term. The mouse and keyboard were stable for 25 years, but I think touch will be stable for 10 years. Post-touch will be stable for a really long time, longer than 25 years.
3 The culture at Valve is pretty much crowdsourced. The handbook is a wiki. One of the first things we say to new hires is, 'You have to change something in the handbook.'
4 To people who traditionally charge $10,000 for a 3D animating app, we say you should be free-to-play and generate a revenue stream. Think of a 3D modeling package almost like an RPG.
5 It used to be that you needed a $500-million-a-year company in order to reach a worldwide audience of consumers. Now, all you need is a Steam account. That changes a whole bunch of stuff. It's kind of a boring 'gee, information processing changes a stuff' story, but it's going to have an impact on every single company.
6 I remember back in the early days of Microsoft that from the day that you decided that you were just going to put out an ad to a customer - and all you were usually able to tell them was that a new product was available - it was about nine months before you could actually reach the first customer.
7 I have no direct knowledge of this, but I suspect that Apple will launch a living room product that redefines people's expectations really strongly, and the notion of a separate console platform will disappear concurrent with Apple's announcement.
8 People who are constantly looking for the opportunity to do something new are also people who are not going to be helped by having job titles - job titles create expectations of specialization and focus which don't map really well to creating the best possible experience for your customers.
9 The big problem that is holding back Linux is games. People don't realize how critical games are in driving consumer purchasing behavior. We want to make it as easy as possible for the 2,500 games on Steam to run on Linux as well.
10 A store is just a collection of content. The Steam store is this very safe, boring entertainment experience. Nobody says, 'I'm going to play the Steam store now.'
11 I think it's highly likely that we'll continue to have high-performance graphics capability in living rooms. I'm not sure we're all going to put down our game controllers and pick up touch screens - which is a reasonable view, I'm just not sure I buy into it.
12 Most people who end up being successful have good grades, but it's orthogonal - there's no extra information than if they put together a website and have bunch of fans who love coming and seeing what they're doing.
13 If I buy a game on Steam and I'm running it on Windows, I can go to one of the Steam machines and already have the game. So you benefit as a developer; you benefit as a consumer in having the PC experience extended in the living room.
14 The easiest way to stop piracy is not by putting antipiracy technology to work. It's by giving those people a service that's better than what they're receiving from the pirates.
15 One of the things that's important about family is the narrative history they create for themselves.
16 I'm a handsome man with a charming personality.
17 Everybody understands that you're supposed to say 'our employees are our most valuable asset' to the point where, even if it's really true, they're not going to really trust you until you've earned that - same with customers.
18 I think Windows 8 is a catastrophe for everyone in the PC space. I think we'll lose some of the top-tier PC/OEMs, who will exit the market. I think margins will be destroyed for a bunch of people.
19 As somebody who participates in the overall PC ecosystem, it's totally great when faster wireless networks and standards come out or when graphics get faster. Windows 8 was like this giant sadness. It just hurts everybody in the PC business.
20 Photoshop should be a free-to-play game. There's not really a difference between very traditional apps and how they enhance productivity and wandering around a forest and killing bears.
21 In order for innovation to happen, a bunch of things that aren't happening on closed platforms need to occur. Valve wouldn't exist today without the PC, or Epic, or Zynga, or Google. They all wouldn't have existed without the openness of the platform.
22 If you look at the requirements for just one piece, like art, from one generation of games to the next, it will change radically. You need people who are adaptable because the thing that makes you the best in the world in one generation of games is going to be totally useless in the next.
23 If you look at a multi-player game, it's the people who are playing the game who are often more valuable than all of the animations and models and game logic that's associated with it.
24 One of the things that's interesting is that the PC has always had a huge amount of scalability. It was sort of the wild dog that moved into Australia and killed all the local life because it could just adapt. There used to be these dedicated devices, like dedicated word processors.
25 A lot of times I make people better by getting stupid, distracting, bureaucratic stuff off their desk. That's an incredibly easy way to make a senior person more productive.
26 The Internet is changing what entertainment and sports is. It's not just a few people authoring an experience for others. It's really growing out of what everybody does.
27 About half the people at Valve have run their own companies, so they always have the option not just to take a job at another game company, but to go start their own company. The question you always have to answer is, 'How are we making these people more valuable than they would be elsewhere?'
28 I consider Apple to be very closed. Let's say you have a book business, and you are charging 5 to 7 percent gross margins; you can't exist in an Apple world because they want 30 percent, and they don't care that you only have 7 percent to play with.
29 Ninety percent of games lose money; 10 percent make a lot of money. And there's a consistency around the competitive advantages you create, so if you can actually learn how to do the art, the design, and the programming, you would be consistently very profitable.
30 Traditional credentialing really doesn't have a lot of predictive value to if people will be successful.
31 When I worked at Microsoft, I got to go and visit a bunch of different companies. Probably a hundred different companies a year. You'd see all the different ways they'd work. The guys who did Ventura Publisher one day, and then United Airlines the next. You'd see the 12 guys in Texas doing Doom, and then you'd go see Aetna life insurance.
32 Growing up in the Sacramento Valley in the '70s, we were all pretty big into cars. Of course, I had to nerd out and be a fan of Bob Tullius' Group 44 Jaguars instead of Corvettes/Camaros.
33 We tend to think of Steam as tools for content developers and tools for producers. We're just always thinking: how do we want to make content developers' lives better and users' lives a lot better? With Big Picture Mode, we're trying to answer the question: 'How can we maximize a content developers' investment?'
34 The PC is successful because we're all benefiting from the competition with each other. If Twitter comes along, our games benefit. If Nvidia makes better graphics technology, all the games are going to shine. If we come out with a better game, people are going to buy more PCs.

Won Awards

Won awards

YearAwardCeremonyNominationMovieAward shared with
2013 Academy Fellowship BAFTA Awards BAFTA Games
2010 BAFTA Games Award BAFTA Awards Best Multiplayer Left 4 Dead 2 (2009) Chet Faliszek, Tom Leonard
2009 BAFTA Games Award BAFTA Awards Best Multiplayer Left 4 Dead (2008) Mike Booth, Chet Faliszek
2005 Game Developers Choice Award Game Developers Choice Awards Best Game Half-Life 2 (2004) Ken Birdwell

Nominated Awards

Nominated awards

YearAwardCeremonyNominationMovieAward shared with
2010 BAFTA Games Award BAFTA Awards Best Use Of Audio Left 4 Dead 2 (2009) Chet Faliszek, Tom Leonard
2010 BAFTA Games Award BAFTA Awards Best Action Game Left 4 Dead 2 (2009) Chet Faliszek, Tom Leonard
2010 BAFTA Games Award BAFTA Awards Best Game Left 4 Dead 2 (2009) Chet Faliszek, Tom Leonard
2009 BAFTA Games Award BAFTA Awards Best Gameplay Left 4 Dead (2008) Mike Booth, Chet Faliszek



Half-Life 2: Episode Two 2007 Video Game producer
Portal 2007 Video Game producer
Half-Life 2: Episode One 2006 Video Game producer
Half-Life 2: Lost Coast 2005 Video Game producer
Half-Life 2 2004 Video Game producer
Half-Life 1998 Video Game producer
Half-Life producer announced
Portal producer announced
Dota 2 2013 Video Game producer
Portal 2 2011 Video Game producer


Left 4 Dead 2 2009 Video Game ceo: Valve
Left 4 Dead 2008 Video Game ceo: Valve
Half-Life: Counter-Strike 2000 Video Game managing director


Counter-Strike: Global Offensive 2012 Video Game

Production Manager

Half-Life: Counter-Strike 2000 Video Game managing director


Hatred 2015 Video Game thanks - as Lord Gaben
Paper Jam 2012 Short thanks
Limbo 2010 Video Game special thanks


Dota: We, the Community 2015 Documentary short Himself
CodeStars 2013 Documentary short Himself
Portal 2 2011 Video Game Himself - Commentary (voice, uncredited)
Left 4 Dead 2 2009 Video Game Himself - Commentary (voice, uncredited)
Left 4 Dead 2008 Video Game Himself - Commentary (voice, uncredited)
Portal 2007 Video Game Himself - Commentary (voice, uncredited)
Team Fortress 2 2007 Video Game Himself - Commentary (voice, uncredited)
Half-Life 2: Episode One 2006 Video Game Himself - Commentary (voice, uncredited)
Half-Life 2: Lost Coast 2005 Video Game Himself - Commentary (voice, uncredited)

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