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