Posts Tagged ‘jeep-barrett’

Portal Post-mortem posted

By Kieron Gillen on January 10th, 2008.

Well, a tease of it anyway.
Reality is bended in this reality-bending game of reality bending. Really.

Gamasutra have posted a little of a Portal post-mortem, written by RPS-crushes Kim Swift, Erik Wolpaw and Jeep Barnett. It’s taken from the January Issue of Game Developer, which can actually be bought in a PDF format for (er) money. Man, I wish people would give us money. Anyway, the two quoted sections involve the development of the game’s fiction and overcoming the technical stuff. Since I’m feigning ignorance of tech-stuff, let’s quote from the origins of GladOS bit. That sounds like an RPSy thing to do.

“Before the writing started, we met with Erik and discussed our list of narrative constraints. Since at the time we were using some Half-Life art assets, and because we wanted to leave ourselves the option of someday using the portal gun in a Half-Life game, we decided that the story should in some way connect to the Half-Life universe.

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RPS Interview: Portal’s Kim Swift and Jeep Barrett

By John Walker on November 1st, 2007.

While visiting Valve a couple of weeks back, and shortly after completing Portal, I had the opportunity to natter with two of the leads on the game, Kim Swift and Jeep Barrett. We discussed the story – and the glee – of their arrival at Valve, how it was fitting in and creating their first professional game, and, as you might expect, Weighted Companion Cubes. (We’re assuming you’ve already finished Portal here, spoiler chums).

Jeep Barrett and Kim Swift

RPS: Tell us about that day when Valve visited the Digipen expo.

Kim Swift: Every year Digipen holds an expo for graduating seniors, and all of us on the Portal team were all going to school together. And we made a game called Narbacular Drop for our senior project. During the expo, Digipen grabs a whole bunch of developers from across the country to come in and take a look at student’s projects. A couple of people from Valve came by and took a look at our game, and first they told us everything that we did wrong with it. But then at the end they said, “This is an interesting concept,” and gave us some business cards. We called them back, and they invited us in to show the game to a bunch of employees here at Valve, as well as Gabe Newell, and after about fifteen minutes through our presentation Gabe stopped everyone in the room from talking and asked us what we were going to do after we graduate. And offered us a job to come in and make Portal. So we immediately said, “Oh my God, are you kidding? Yes!” We went outside and stared at each other for about twenty, thirty minutes, just not believing our luck.

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