Although it has never officially been released, the Dreamcast version was leaked onto the Internet, and was proven fully playable. The leak contains the full versions of Half-Life and Blue Shift , both with an early version of the High Definition Pack (it was from this port that the pack was spawned). Although, the leak has a somewhat inconsistent frame rate (though never to the point of unplayability) and lengthier load times when the player moves from area to area (around ten seconds, while today's average PC can load an area in around one and a half). In addition, there are some saving problems; the number of blocks required to save on a VMU increases rapidly as the player reaches the end of a level, then drops at the start of the next. While the game allows the player to remove files to increase space, sometimes it still isn't enough.
To move forward with this unified design, Valve sought a game designer, but found no one suitable for the job. Instead, Valve decided to create the "cabal", initially a group of six individuals from across all departments that worked primarily for six months straight in six-hour meetings four days a week. The cabal was responsible for all elements of design, including level layouts, key events, enemy designs, narrative, and the introduction of new gameplay elements relative to the story.  The collaboration proved successful, and once the cabal had come to decisions on types of gameplay elements that would be needed, mini-cabals formed from other departments most affected by the choice were formed to implement these elements. Membership in the main cabal rotated, since commitment required created burnout .  The cabal produced a 200-page design document detailing nearly every aspect of the game. They also produced a 30-page document for the game's narrative, and hired a writer, novelist Marc Laidlaw , to help manage that script for the game to assure in-game consistency.   The soundtrack was composed by Kelly Bailey.