Richest BillionairesRichest Business

Gabe Newell Net Worth

Gabe Newell Net Worth is
$1.5 Billion

Gabe Newell Bio/Wiki 2018

Gabe Newell Net Worth $1.5 Billion

Gabe Newell – Dead or Alive? Gabe Logan Newell, popularly referred to as Gabe Newell, was born on 3rd November, 1962. He co-founded the video game company “Valve Corporation”. Gabe has got his enormous wealth by working for many years in Microsoft Corporation and after as the co founder of Valve Corporation. Gabe’s venture has come up with video games that have gone on to become hugely successful. Both “Half Life” and “Counter Strike” have been created by Valve Corporation. This business was created by Gabe Newell and his co-worker from Microsoft, Mike Harrington. The business was quite successful, as Valve kept coming out with successful game titles like Day of Defeat, Portal, Half-Life, and Counter Strike amongst others. He focused about the “Stream Project” through the creation of “Half-Life 2”. He wasn’t pleased for developing software for Play Station 3 and all the gaming consoles. But in 2010, he declared Portal 2 for Play Station 3. He was included in the list “A Name You must Know” in 2010. Newell worked for thirteen years at Microsoft. He was among the producers of all the three variants of Windows. An employee of Microsoft, Michael Abrash, left the firm to work for the “Quake” video game that was developed by “ID Software”. Newell was inspired. He and Mike chose to leave their posh jobs in 1996 to set up their particular business. It was formed with all the cash they had made. Gabe Newell married Lisa.

Full NameGabe Newell
Net Worth$1.5 Billion
Date Of BirthNovember 3, 1962
Place Of BirthWashington, D.C., United States
Height5' 7" (1.7 m)
ProfessionEntrepreneur, Businessperson, Video Game Producer
EducationHarvard University
NationalityUnited States of America
SpouseLisa Newell (m. 1996)
NicknamesGabe Logan Newell, Gaben
AwardsBritish Academy Games Award for Multiplayer, BAFTA Fellowship
NominationsBAFTA Games Award for Best Game
1What'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.
2We 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.
3The 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.'
4To 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.
5It 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.
6I 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.
7I 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.
8People 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.
9The 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.
10A 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.'
11I 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.
12Most 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.
13If 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.
14The 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.
15One of the things that's important about family is the narrative history they create for themselves.
16I'm a handsome man with a charming personality.
17Everybody 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.
18I 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.
19As 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.
20Photoshop 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.
21In 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.
22If 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.
23If 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.
24One 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.
25A 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.
26The 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.
27About 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?'
28I 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.
29Ninety 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.
30Traditional credentialing really doesn't have a lot of predictive value to if people will be successful.
31When 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.
32Growing 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.
33We 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?'
34The 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.


Half-Life 2: Episode Two2007Video Game producer
Portal2007Video Game producer
Half-Life 2: Episode One2006Video Game producer
Half-Life 2: Lost Coast2005Video Game producer
Half-Life 22004Video Game producer
Half-Life1998Video Game producer
Half-Lifeproducer announced
Portalproducer announced
Dota 22013Video Game producer
Portal 22011Video Game producer


Left 4 Dead 22009Video Game ceo: Valve
Left 4 Dead2008Video Game ceo: Valve
Half-Life: Counter-Strike2000Video Game managing director


Counter-Strike: Global Offensive2012Video Game

Production Manager

Half-Life: Counter-Strike2000Video Game managing director


Hatred2015Video Game thanks - as Lord Gaben
Paper Jam2012Short thanks
Limbo2010Video Game special thanks


Dota: We, the Community2015Documentary shortHimself
CodeStars2013Documentary shortHimself
Portal 22011Video GameHimself - Commentary (voice, uncredited)
Left 4 Dead 22009Video GameHimself - Commentary (voice, uncredited)
Left 4 Dead2008Video GameHimself - Commentary (voice, uncredited)
Portal2007Video GameHimself - Commentary (voice, uncredited)
Team Fortress 22007Video GameHimself - Commentary (voice, uncredited)
Half-Life 2: Episode One2006Video GameHimself - Commentary (voice, uncredited)
Half-Life 2: Lost Coast2005Video GameHimself - Commentary (voice, uncredited)

Won Awards

2013Academy FellowshipBAFTA AwardsBAFTA Games
2010BAFTA Games AwardBAFTA AwardsBest MultiplayerLeft 4 Dead 2 (2009)
2009BAFTA Games AwardBAFTA AwardsBest MultiplayerLeft 4 Dead (2008)
2005Game Developers Choice AwardGame Developers Choice AwardsBest GameHalf-Life 2 (2004)

Nominated Awards

2010BAFTA Games AwardBAFTA AwardsBest Use Of AudioLeft 4 Dead 2 (2009)
2010BAFTA Games AwardBAFTA AwardsBest Action GameLeft 4 Dead 2 (2009)
2010BAFTA Games AwardBAFTA AwardsBest GameLeft 4 Dead 2 (2009)
2009BAFTA Games AwardBAFTA AwardsBest GameplayLeft 4 Dead (2008)

Known for movies

IMDB Wikipedia

Related Articles