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Operation Black Mesa
16 de janeiro - MR.Sugar

Hello Tripminers!

We are glad we all survived the Holidays and endless New Year celebrations. Now, when everyone seems to be in full swing of their regular lives, we thought it is a great opportunity to break the silence.

It's not a big secret that we haven´t released much new media throughout 2016, but those who've been looking hard hopefully did find their vigialance rewarded in the series of smaller updates on our Facebook pages or releases.

Speaking of Dev.blogs., we have released 3 of them past few months and we definitely plan to release even more. You can always find them in „Research and Development“ forum on our official community forums. It is a great way to engage with our community and present a lot of „behind the curtain“ content we are working on. If you haven´t read these blogs yet, you can do it right now:

What's a Brush? - Chris's Prop Devblog []

- An article related to Chris´s hard surface modeling.

Dev. Blog: Sky department []

- Take off and reach the sky with our Sky department. This article will show just a tiny bit of our effort we put into skies.

EGGs Prop Party []

- One more focused on 3D art, this time directed by Brandon, known as EvilGoodGuy.

Many took the lack of media updates as a sign of death, but nothing could have been further from the truth. In fact, 2016 was wonderful year for Tripmine Studios.

It was quite a milestone for the single-player campaign. Our team started to focus more on actual gameplay mechanics. Some chapters are close to something we could call being done and we started connecting them together.

Other departments are not falling behind either and we all work very hard towards our goal. As for now, one of the most crucial parts we shifted our focus on is NPC implementation. Our organic modelers are working around the clock to get character models ready for animation process. We will definitely share on how it goes in the future updates. We just cannot wait to share how they loook and work in-game!

You can also check our recent interview with Black Mesa VK community. [] It might give you an interesting insight into what is going on.

The year ahead is a very special one for us. It represents major milestone for our team and we believe not only for us, but also for our fans. We definitely have reasons to celebrate! First off, Tripmine Studios just turned 5! Yes, our team was founded in January 2012 and we merged Operation Black Mesa and Guard Duty into one project. It was a great stride for both projects and even though it wasn´t always easy, we overcame the obstacles. Nowdays, we are very proud how we handled it and we believe it was for the best of both projects.

But there is one more reason to get in the festive mood! Can you imagine that Operation Black Mesa will turn 10 this year? Yes, it was September 29, 2007 and Xavier “Eleval” Tissot, the former project leader announced Operation Black Mesa project re-launch.

Not much left from these early years of Operation Black Mesa development and we can say things sort of settled down after the merge with Tripmine Studios. Even if majority of content made in these years is gone, it was defínitely very interesting era of the development that helped us to shape the game to its current form.

But enough with nostalgia, we have to look into the future! This year will be very important for us, as we work towards making the game playable. Be sure to stay tuned as we will definitely share more with you, when the right time comes ;).

Before we close this update, we would like to thank you for your endless support. It´s great to be surrended with people who don´t give up and still have faith in us. You have no reason to be worried, we have put so much time, money and energy into these projects that we can hardly imagine just letting it die. It´s our baby that is part of our everyday life. And it can be your baby too!

Tripmine Studios is always looking for talented people who would like to take a part in the development process. If you are skilled and ready to dedicate us your spare time, you will get opportunity to get to work with outstanding and solid team that will make you ready for the game-development carreer. Just head over here and see our application guidelines [] and currently available positions.[]

To view full media release, follow this link.[]

21 de dezembro de 2015 - MR.Sugar

Hi there and welcome to this year's first and, oddly enough, singular update!
There's a lot to talk about, so let's get right to it:

First off, we'd very much like to apologize for the lack media releases on our part. While we did intend to focus more on the actual task at hand and spend less engery on presenting it, we didn't expect things to get so busy and found ourselves pushing our updates further and further.
As many of you may have noticed, our website is currently down. That's mainly due to technical and usability issues. We are however setting up a new forum and hope to interact more with you guys once that's up.

But, and this comes from the whole team: We are very thankful and touched to see so many of you being as excited as ever, hanging in there, showing your support and even boosting us into the top 100 on MOTY albeit having heard and seen nothing for almost 2 years. It really means a lot to us and it's a great reassurance that a lot of folks want this mod to exist as much as we do. A big thanks to all of you; keep being awesome!

You can check out this beauty in all its fully rendered 3D glory HERE[]

Status Update
So, what's the status on Operation Black Mesa and Guard Duty?
They are both being worked on with full energy and equal priority.

Guard Duty is being developed as DLC / expansion for the bigger and more content-heavy Operation Black Mesa, so it won't require an extra greenlight campaign. So if you are especially interested in Guard Duty, be sure to check on Operation Black Mesa; we report on both mods side by side as they are very close together in terms of progress.

As a token of us being very much alive and kicking as ever (or early Christmas presents if you will), enjoy the rest of our previews:

Help Wanted
As always, we are looking for creative and enthusiastic people to join our development team:
- 3D artists (props) experienced with Source
- Skilled animators
- A seasoned webdesigner, -coder

If you're interested, please do get in touch at "" ! We look forward to hearing from you.

That's all for now, but there'll be more in the near future!
Until then, have a very Merry Christmas, happy holidays and a fabulous New Year!

Much love
Tripmine Dev Team

29 de março de 2014 - Nick


Today we'd like to share some pretty major news with you. To find out more, click here[]!

Key topics:

  • Multiplayer Beta Release Q1 Cancelled
  • Multiplayer Progress
  • Singleplayer Campaign, Guard Duty
  • OBM: The Video Game?

Thanks for your support!
Tripmine Dev Team

29 de julho de 2013 - MR.Sugar

UPDATE: Website is up and running. Thank you for your patience!

We apologize for our website being down. It's caused by inconvenience with our former webhost provider and we hope everything will get fine as soon as possible.

If you recently applied for the team (through the discussion board or Email -> and we still haven't contacted you, please re-send your applications at to avoid any inconveniences.

To bring some positive news on the table, we have just released small update on Moddb. You may want to check it out :).

Thank you for your ongoing support!

Your Tripmine studios team.

17 de julho de 2013 - MR.Sugar

Greetings everyone!

It's 116 days since we kickstarted our Greenlight campaign. Your support is great there. So far, we have got 62,385 votes and we occupy 4th place out of 1 369 games. We must admit that it's a little bit surprising for us as well. Without proper trailer, we got quite far in the Greenlight campaign. And all of this thanks to you and your faith in our project. We owe you a beer.

Where is the trailer we promised, you ask? We realize that trailer was promised quite long time ago. It's important to say, that our priority is to deliver you the best trailer we can, no matter how long it takes. We want to tease you and leave you impressed. And as we know, these things, they take time.

Trailer takes some time for several reasons. One of those reasons is the fact we currently focus a lot on content adjustments and weapon completion. With our deadline for multiplayer release, we are about to finish all the weapons, stamp them as final and get ready for the first multi-player release, but of course also get them ready for single-player experience.

Many weapons are re-worked completely from ground up, some are re-animated and others get just small facelift. One example we can show you right now is the new Tripmine model, released with this update. Just compare it with old one, which one do you like more? :)

Apart from this, we also recently moved over to Source SDK 2013. That's major news for everyone, as it provides us with several new features. We are happy to announce, that Operation Black Mesa and Guard Duty will support Linux, Mac and Oculus rift, no matter if we pass through the Greenlight or not. The good news is the port to this new SDK will not cause major delays and just small portion of the code is needed to be remade.

Before we close this update, I would like to assure those who are interested in Guard Duty, a remake of Half-Life: Blue Shift, that the project is still alive. We decided to put it behind a curtain and focus on Operation Black Mesa in terms of media releases, mainly because of the Greenlight.

And last, but not least, we are looking for some talented individuals, who would be able to help us with the project. With the solid deadline for multiplayer (Q1 2014), we are looking for more people to speed up the development process. Getting more people aboard is important not only to hit the deadline, but also make sure we can handle to deliver patches and new content for the multiplayer after we roll out the first playable beta, while still actively working on the single-player.

How to apply? It's very easy. We recommend to read short application guidelines to get all the important information about our requirements and steps you need to take to apply.[]

Here are our prioritized positions:

3D artist
We are looking for talented 3D artists, who would be able to deliver props and/or characters at our request.


At least one year of modelling experience
Ability to create low-poly models with UVW-maps
Ability to provide high-poly models for generating normal maps
Ownership of suitable modelling software, such as 3Ds Max, Maya, Zbrush etc.

3D animator
As an animator, you bring characters, creatures and objects to life.


Established operating experience with a common 3D animation software
Good communication skills, accepting feedback from fellow team members and improving your work based on it
Ability to deliver smooth, detailed, authentic movement sequences on request

Level designer
We are looking for creative level designers able to craft levels for the single player as well as multiplayer component.


Expert knowledge of Source SDK's Hammer Editor, its I/O system and optimization techniques
Ability to build aesthetically appealing, yet gameplay stimulating environments, encouraging exploration and tactical thinking
Good communication skills, accepting and giving valuable feedback

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Is not your position listed, but willing to help? Don't hesitate to apply! Talented and nice people are always welcome among us.

NOTE: We are not looking for composers, voice actors, playtesters, webmasters. The contribution for our projects is free of charge!

Sadly, it's that time again to conclude this update. If you miss us a lot, maybe you can come over to our community forum[] and give us some feedback, or just chat with us? You are all welcome to join our small community there.

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