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Portal Interview - interview|
| (hx) 07:58 PM CEST - Oct,15 2006 | C&VG
has posted an interesting interview with Kim Swift and Doug Lombardi as
they talk about
Portal:
Portal looks sick-inducing at times. How does your thought process work
coming up with puzzles. Ever have to rethink? To watch it's very confusing...
Kim Swift: The way we design our puzzles is that we all sit down together
as a team - the artists, programmers, level designers. We all sit down and
pretty much decide goals for each level; we want the player to use these
particular gameplay objects say a box to open a door, or to use a 'fling' -
which is when you put one portal on the wall and one on the floor and you use
your momentum from standing high up on a ledge to gain acceleration to toss
yourself out of the other portal. So we say 'Okay we want to use one of those'
and we figure out the layout of a level - we draw it out on the whiteboard and
then one of us goes and designs it. Then we playtest it and see if it works or
not.
Everyone's been very impressed. Were other teams in the company eager to nick
your ideas? For Episode Two?
Kim Swift: I don't really know if that's the case! We definitely got a
lot of help from people trying to fit our technology into the Source engine!
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