This is basically how things work at Valve, since it's almost entirely an engineering driven system that keeps us moving forward. Therefore there's always incentive for anyone in any non-engineering department to pick up what they can to make their work easier or more efficient. Of course the converse is true, too, you see engineers learning more about the art pipeline, business, et. as part of the concept of wanting to become more T-shaped.<p>My quintessential example of this is seeing artists create a new effect, model, or sound, and lacking the appropriate hooks in code, go into the C++ source tree and hook their assets into the game themselves.