IGS 2007: Kim Swift - 'From Narbacular Drop To Portal'

From Google Video:
Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Our Journey From Narbacular Drop To Portal (Kim Swift, Valve) In this lecture, the team which made IGF Student Showcase winner Narbacular Drop talk about the making of the innovative title, tips for student developers, how the entire team got picked up by Valve to make Portal using the Source Engine, and exactly how they've transitioned from student indie creators to continued innovation at the home of Half-Life.
NordlichReitersays...

There are suits... and there are independents.

Independents.

Digipen, fullsale, collins collge... there is nothing special about them.

There is no school that will train you for 5 year projects, 24 hour work days, and mountain dew.

If you want to do design games.. and are not the lucky 1% that make it right into a design position, I suggest you start testing games. Learn how to write ... well, be good at it. Have a portfolio, and then when you think that you are ready... put some ideas down on the designers. You could get lucky.

In short, dont asskiss, but cater to them.

Thylansays...

*beg for that which is on 9.

As a coder, game coding is not my ideal job. far from it. Designing is a very different fun from playing, and the job pressure and reward are far from linear. It's not like rocknroll. Except, only a few really make it, you may change bands often, you're judged by your last great album, the rest being rushed, and your contract says make 6, and only 1 or two from many get the drugs and girls. Oh, wait. it's totally like rocknroll.

We got any game industry people on the sift? and do you like it? (as an industry/work environment)

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