#126
ฝัง
- เผยแพร่เมื่อ 18 มิ.ย. 2024
- Josh Weier was a game developer at Valve for over 14 years and worked on franchises such as Portal and Half Life. He was the project lead designer on Portal 2.
#portal #valve #portal2
SOCIAL MEDIA
TWITTER - @weier_josh
Zero Page: zero.page
Zero Page Twitter: @zeropage_game
TIMESTAMPS
00:00 - Intro
00:53 - Memories Of Valve
02:01 - Orange Box/How Josh Ended Up As Project Lead On Portal 2
05:20 - Portal 2 Storyboards/Design Approach With Portal 2
06:45 - Elevator Doors Are Actually Portals
07:40 - Playtesting/Design Of Game Mechanics
11:00 - Design & Storytelling Working Together/Changing Environments
13:00 - Story Constantly Changed Through Development
14:15 - The Moon Segment Was Added Very Late In Development
15:45 - Catapults/Bridges/Linear & Non Linear Aspects Of The Design
19:23 - Walking On Walls & Bullet Time Were Cut Game Mechanics
21:30 - The Gel Was Hard To Implement/Digipen
23:05- Difficulties Of Programming For PS3/Smoothing Out Portal Transitions
26:20 - Manscaped Sponsored Segment
27:23 - Momentum Physics/Where People Would Quit On The Original Portal
29:04 - Gabe Newell/Gabe Wanted GLaDOS To Have A Face/Gabe’s Struggles
31:05 - Underground Area Was The Hardest Area To Work On
32:55 - Portal 3/Portal For Xbox Was The Genesis Of Developing Portal 2
37:20 - Portal 2’s Intro Is Inspired By Super Metroid’s Intro
39:20 - Original Idea For GLaDOS In Portal 2/Announcer
41:40 - Trying To Sell The Part When Wheatley Turns Bad
43:20 - Dealing With The Weight Of Expectations/Valve Doesn’t Have A Template Of Developing
45:20 - Game Designing Is Stressful/Complications Of Crunch
46:50 - Portal 2 Almost Ruined Josh’s Marriage/Game Developments Effect On Family Life
48:30 - Josh’s Management Style/Communication
50:52 - Josh Cant Switch His Brain Off
53:09 - Crunch Process For Portal 2
54:35 - Certification Problems For PS3 & Xbox/How Much Time Certification Adds To Development
58:24 - Politics Of Certification
58:59 - Zero Page Game
1:00:13 - Where To Follow Josh Weier - เกม
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Josh Weier, if you're reading this, your fears about Portal 2 disappointing fans definitely did not come true. Portal 2 is one of my favorite video games I have ever played, I have the utmost gratitude for you and your team for making such a passion project. I will never forget it.
Cheers! I'm glad it all came together in the end.
@@JoshuaWeiermy favorite game ever. First proper PC game I played in 2014. Never realized how good I had it until I tried branching out to other game genres and kept coming back to portal 2. I love making maps and pretty much exclusively play first person puzzle games. Thank you!
@@JoshuaWeier This game is a masterpiece!
At around 25:30 Weier mentions that he hopes nobody noticed the funneling, but I will be honest, when I noticed some of those things, I was more grateful than anything.
When I saw my character shift a tiny bit, I didn't think that "ow they tricked me, they don't think I'm good enough to make that jump", I just enjoyed the cool jump without worrying about the hole in one from a hundred yards I needed to achieve.
All those things are amazing and I'm glad Portal 2 is still to this day my favorite game.
The absolute humilty to have doubts about one of the most perfect and influential game of the modern era.
I had the honour of actually meeting Josh in person at a showcase day for my university just yesterday, we talked a bit about Valve and their games. He even asked if he could come over to my team's game and talk with our team more. He was such a nice guy and so open to answering questions we had, and even told us some funny facts about some Valve games. Top notch guy!
TIMESTAMPS
00:00 - Intro
00:53 - Memories Of Valve
02:01 - Orange Box/How Josh Ended Up As Project Lead On Portal 2
05:20 - Portal 2 Storyboards/Design Approach With Portal 2
06:45 - Elevator Doors Are Actually Portals
07:40 - Playtesting/Design Of Game Mechanics
11:00 - Design & Storytelling Working Together/Changing Environments
13:00 - Story Constantly Changed Through Development
14:15 - The Moon Segment Was Added Very Late In Development
15:45 - Catapults/Bridges/Linear & Non Linear Aspects Of The Design
19:23 - Walking On Walls & Bullet Time Were Cut Game Mechanics
21:30 - The Gel Was Hard To Implement/Digipen
23:05- Difficulties Of Programming For PS3/Smoothing Out Portal Transitions
26:20 - Manscaped Sponsored Segment
27:23 - Momentum Physics/Where People Would Quit On The Original Portal
29:04 - Gabe Newell/Gabe Wanted GLaDOS To Have A Face/Gabe’s Struggles
31:05 - Underground Area Was The Hardest Area To Work On
32:55 - Portal 3/Portal For Xbox Was The Genesis Of Developing Portal 2
37:20 - Portal 2’s Intro Is Inspired By Super Metroid’s Intro
39:20 - Original Idea For GLaDOS In Portal 2/Announcer
41:40 - Trying To Sell The Part When Wheatley Turns Bad
43:20 - Dealing With The Weight Of Expectations/Valve Doesn’t Have A Template Of Developing
45:20 - Game Designing Is Stressful/Complications Of Crunch
46:50 - Portal 2 Almost Ruined Josh’s Marriage/Game Developments Effect On Family Life
48:30 - Josh’s Management Style/Communication
50:52 - Josh Cant Switch His Brain Off
53:09 - Crunch Process For Portal 2
54:35 - Certification Problems For PS3 & Xbox/How Much Time Certification Adds To Development
58:24 - Politics Of Certification
58:59 - Zero Page Game
1:00:13 - Where To Follow Josh Weier
Valve's use of sound segmentation is one of my hands down favorite and ageless aspects to the source engine that transcends what should be bland into reality. Just moving props around in HL2 has so much of it's seamless believability in this, even and especially when the engine glitches out... and having delved deep in creating weapons, the segmented sound adds something almost unmatched if done right, especially when interwoven with its procedural animation and interpolation systems... and as frustrating as the stutter issues that have pushed forward as the engine has aged with its ancient budgets, ect... because the sound works in such a seamless sync, even that feels like your reality is stuttering... rather than dumping you wholy out of any immersion like UE4 does.
I kinda had my suspicions that ps3 had alot to do with the decline of audio, as we seemed to trade compressed audio for lossless... and yet sound design went to sh-- for some reason... to this day I constantly see beautiful animations ruined by engines like Wwise (Cyberpunk had quality sound design and spacial audio... yet on a regular basis the sound loops make it so much cheaper or off feeling... just as an on my mind example).
So cheers, thanks, and props to whoever pushed for that design, I wish it had caught on, but that had so much to do with how Source engine games can still feel and hold up as well as they do and stood out at the time, even in a time when audio was much better on the surrounding field... good stuff.
Even when it's not Retro Staff, Metroid finds a way to creep in! Love it
came from the portal 2 speedrun server, quite comprehensive i would say, keep up the good work!
Amazing! Thank you for this! So lovely to get more information about one of the best games!
Really cool interview
Wow, I'm so happy I found this channel. I love hearing from developers about games specifically.
Anyone involved with The Orange Box deserves praise.
❤
That's a sick Astro City in the background.
great!
He mentioned David Kirsch multiple times and thats actually Zoid which you interviewed recently 🤣. What a small world we live in.
David Kircher is a different guy,even though he has a similar name to David Kirsch/Zoid. Easy mistake to make though!
www.mobygames.com/developer/sheet/view/developerId,228037/
I know it was a team effort but I’ve always been impressed by how amazing Portal 2 was and it’s awesome to see one of the people behind the game’s development. This guy is legitimately a genius when it comes to game creation.
I always wondered how to properly pronounce Weier...
I gave a talk at a company function once and introduced myself by name, and half the company (everyone I had worked with already) in unison went, "Ooooh.." when they learned the pronunciation.
👍👍👍
Dang this is a long video
That's what the timestamps are for, so listeners dont get overwhelmed
Can we get a portal 2 beta mod? :(