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