Here is the panel I did with Josh Weier at PAX AUS. I spent a year planning this with Josh and PAX AUS to make this happen. #portal2 #valve #halflife2

TIMESTAMPS

00:00 - Intro

02:21 - Why Valve Games Are Very High Quality

05:25 - Steam Originally Had Some Skepticism

09:07 - Importance Of The Source Engine On Valves Games

12:04 - Advanced Physics In Half-Life 2/Gravity Gun

15:20 - The Modular Nature Of Portal & Portal 2

17:10 - Why Valve Games Have Great Pacing

20:35 - Valve's Approach To Tutorials

22:30 - Super Metroid's Influence On Portal 2

25:00 - Why Valve Games Don't Have Cutscenes

28:02 - Interweaving Design & Story

31:08 - Original Idea Of Wheatley/Rehabilitating Ideas

34:27 - Valve's Structure To The Ending Of Games

38:04 - Overcoming Despair During Game Development

41:30 - Q + A - Game Mechanics That Were Removed

42:22 - Q + A - Difficult Parts Of Development

44:26 - Q + A - Wheatley Killing You Section

46:21 - Q + A - Things That Were Cut

47:39 - Q + A - Thoughts On Speedrunners

48:30 - Q + A - Hardest Things To Implement

50:11 - Q + A - The Best Qualities Of The Valve Devs

53:04 - Q + A - Josh's Hopes For Valve In The Future

54:46 - Q + A - How Josh Stays Fit

55:44 - Deciding Who Should Get Prize Money/Outro

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