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Portal began as a student freeware game and became a classic after Valve hired its creators

the gist

Portal grew out of Narbacular Drop, a 2005 freeware game made by students at DigiPen Institute of Technology. Valve developer Robin Walker saw it at a career fair and Valve's president Gabe Newell offered the team jobs to develop it further. The portal mechanic was kept, with its orange and blue endpoints, while the princess-escape setting was replaced by Aperture Science. Valve's writers, working with Half-Life writer Marc Laidlaw, created GLaDOS, a polite but sinister AI. Many odd details came from testing, such as the cake reward, which was chosen after a team meeting about which philosophy the game should follow. The team reached the design of the Weighted Companion Cube by making players attach emotionally to a box.

so what

Portal shows how a small prototype with one clever mechanic can grow into a celebrated game, and how playtesting shaped its humour, pacing and story. It is a clear example of design discovered through player behaviour rather than planned in advance.

fun fact

The cake in Portal is based on a Black Forest cake from a bakery in Redmond, Washington, near Valve's offices.

more on this

key facts

Published
10 October 2007
Author
Erik Wolpaw
Created by
Valve Corporation

Facts: Wikidata (CC0)

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