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Gabe Newell Net Worth, Biography, Wiki in 2017-2016

How rich is Gabe Newell?

Gabe Newell net worth:
$1.5 Billion

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Gabe Newell Net Worth, Biography, Wiki 2017-2016

Gabe Logan Newell was born on 3 December 1962, in Washington DC, USA. Gabe is famous for being one of the founders of the video game development and online distribution company called “Valve Corporation”. Gabe’s name is famous among the fans of such video games as “Counter Strike” and “Half-Life”. Although Gabe is 52 years old, he still participates in “Valve Corporation’s” activities and game creation. Let’s hope that Gabe and his company will create even more successful projects and that fans of video games will be able to enjoy his work.

Gabe Newell Net Worth $1.5 Billion

So just how rich is Gabe Newell? Sources estimate that Gabe’s net worth is $1.5 billion, the main source of his wealth being undoubtedly Gabe’s position in the “Valve Corporation”. This company’s name is well known in the world of video games so there is no surprise that Gabe’s name is also famous all over the world. There is a high chance that Gabe Newell’s net worth will become higher as he still continues working and will probably do this for a long time.
Gabe Newell studied at the Harvard University, but he dropped out before graduating and began his working life at the “Microsoft Corporation”, where he stayed for about 13 years and added a lot to the company’s success, helping to produce three versions of Windows, which added a lot to Gabe’s net worth.

In 1996 Gabe and his colleague, Mike Harrington, decided to leave the “Microsoft Corporation” and create their own company, which is now known as the “Valve Corporation”. What is interesting that both Gabe and Harrington were inspired by one of their colleagues, Michael Abrash, who also left the “Microsoft Corporation” in order to work on the computer game called “Quake”. The first game that Gabe invested in was “Half-Life” and now it can be said that this was a good decision, as it soon became very popular. The success of this game had a huge influence on the growth of Gabe Newell’s net worth. Later the sequel for this game was created and it also gained a lot of popularity. In 2010 “Forbes Magazine” named Gabe as one of the people who’s “Name You Should Know”, and in 2013 Newell received the BAFTA Fellowship Award “…for his outstanding and exceptional creative contribution to the video games industry”. These confirm that Gabe is considered to be one of the most successful businessmen in the world. Let’s hope that he will continue doing his work.

While talking about Gabe Newell’s personal life, it can be said that he is married to Lisa Mennet and they have two sons. Gabe does not only create games he also likes to play some of them. He likes playing such games as “Doom”, “Super Mario 64” and “Star Trek”. Gabe suffered from a congenital eye disease called Fuch’s Dystrophy, but has been cured with a double cornea transplant.


More about Gabe Newell:

  • Filmography
  • Awards
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Producer

Producer

TitleYearStatusCharacter
Half-Life producer announced
Portal producer announced
Dota 2 2013 Video Game producer
Portal 2 2011 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

Miscellaneous

Miscellaneous

TitleYearStatusCharacter
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

Director

Director

TitleYearStatusCharacter
Counter-Strike: Global Offensive 2012 Video Game

Thanks

Thanks

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

Self

Self

TitleYearStatusCharacter
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)

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


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#Quote
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.


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