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šŸ”“ Get bonus content by supporting Game Makerā€™s Toolkit - gamemakerstoolkit.com/support/ šŸ”“

Valve is famous for crafting games that are polished and intuitive. But that's no accident: the developer has a near-religious obsession with playtesting. Learn more, in this video.

=== Before you watch ===

Content warning: Blood, Combat

=== Sources ===

[1] Valve reflects on The Orange Box, ten years later | PC Gamer
www.pcgamer.com/valve-reflects-on-the-orange-box-tā€¦

[2] Developer Commentary | Portal
store.steampowered.com/app/400/Portal/

[3] Portal Beta 2005 & More 2006 Content | Logan on YouTube
Ā Ā Ā ā€¢Ā PortalĀ BetaĀ 2005Ā &Ā MoreĀ 2006Ā ContentĀ Ā 

[4] Beyond the Box | 1UP
Archive: web.archive.org/web/20110524000033/http://www.1up.ā€¦

[5] Kim Swift - 'Our Journey From Narbacular Drop To Portal' | IGS 2007
Ā Ā Ā ā€¢Ā IGSĀ 2007:Ā KimĀ SwiftĀ -Ā 'OurĀ JourneyĀ Fr...Ā Ā 

[6] Narbacular Drop | Digipen Institute of Technology
www.digipen.edu/showcase/student-games/narbacular-ā€¦

[7] Valve's Design Process for Creating Half-Life 2 | GDC 2006
www.gdcvault.com/play/1013237/Valve-s-Design-Proceā€¦

YouTube mirror: Ā Ā Ā ā€¢Ā Valve'sĀ DesignĀ ProcessĀ forĀ CreatingĀ H...Ā Ā 

[8] Valveā€™s philosophy with User Research... | Steve Bromley
www.stevebromley.com/blog/2011/09/01/valves-philosā€¦

[9] The Science of Playtesting | GameSpot
www.gamespot.com/articles/the-science-of-playtestiā€¦

[10] Opening theĀ Valve | Eurogamer
www.eurogamer.net/i-valve-060606

[11] Valve Is Finally Ready to Talk About Its Games Again... | The Escapist
www.escapistmagazine.com/valve-ready-to-talk-aboutā€¦

[12] Thinking With Portals | Game Developer Magazine
[PDF] ubm-twvideo01.s3.amazonaws.com/o1/vault/GD_Mag_Arcā€¦

[13] 126 - Josh Weier Interview | Kiwi Talkz
www.listennotes.com/podcasts/kiwi-talkz/126-josh-wā€¦

[14] The Cabal: Valve's Design Process For Creating Half-Life | Game Developer Magazine
Mirror: www.hl-inside.ru/magazines/gdm/GDM_1999-12/

[15] Handbook For New Employees | Valve
[PDF] cdn.akamai.steamstatic.com/apps/valve/Valve_NewEmpā€¦

[16] The 100 greatest video games of all time... | GQ
www.gq-magazine.co.uk/article/best-video-games-allā€¦

[17] The Final Hours Of Half-Life 2 | Gamespot
www.gamespot.com/articles/the-final-hours-of-half-ā€¦

[18] Why Are Valve's Games So Polished? | IGN
www.ign.com/articles/2009/03/27/gdc-09-why-are-valā€¦

[19] Half-Life 2: Episode One Update Released | Steam
store.steampowered.com/oldnews/681

[20] How fidgeting playtesters convinced Valve... | PC Gamer
www.pcgamer.com/how-fidgeting-playtesters-convinceā€¦

[21] Christine Phelan - Creating a Nightmare... | Konsoll 2021
Ā Ā Ā ā€¢Ā KonsollĀ 2021:Ā ChristineĀ PhelanĀ -Ā Crea...Ā Ā 

[22] Integrating Narrative into Game Design... | GDC 2008
Ā Ā Ā ā€¢Ā IntegratingĀ NarrativeĀ intoĀ GameĀ Desig...Ā Ā 

[23] RPS Interview: Portal's Kim Swift... | Rock Paper Shotgun
www.rockpapershotgun.com/rps-interview-portals-kimā€¦

[24] Meet the minds behind Half-Life 2 | PC Gamer
www.pcgamer.com/meet-the-minds-behind-half-life-2/

[25] The Final Hours of Portal 2 | Steam
store.steampowered.com/app/104600/Portal_2__The_Fiā€¦

=== Chapters ===

00:00 - Intro
01:25 - Playtesting Portal
05:47 - Valve's History
08:38 - Playtesting Tips
15:43 - Conclusion

=== Games Shown ===

Portal (2017)
Super Mario Odyssey (2017)
Far Cry 3 (2012)
Ratchet & Clank: Rift Apart (2021)
Portal 2 (2011)
Star Wars Jedi: Survivor (2023)
Narbacular Drop (2005)
Half-Life 2 (2004)
skate. (Unreleased)
Left 4 Dead (2008)
Half-Life 2: Episode One (2006)
Half-Life Alyx (2020)
God of War Ragnarƶk (2022)
Untitled Magnet Game (Unreleased)
Superliminal (2019)
Viewfinder (2023)

=== Credits ===

Music provided by Epidemic Sound - www.epidemicsound.com/referral/vtdu5y (Referral Link)

Narbacular Drop - Full Walkthrough | COG in the Game
Ā Ā Ā ā€¢Ā NarbacularĀ DropĀ -Ā FullĀ WalkthroiughĀ -...Ā Ā 

Konsoll 2021: Christine Phelan - Creating a Nightmare in Half-Life: Alyx | Konsoll
Ā Ā Ā ā€¢Ā KonsollĀ 2021:Ā ChristineĀ PhelanĀ -Ā Crea...Ā Ā 

F-Stop (After-Image) - "lab_intro_scripted2" | fstop
Ā Ā Ā ā€¢Ā F-StopĀ (After-Image)Ā -Ā "lab_intro_scr...Ā Ā 

Portal 2: F-STOP PROJECT CAPTURE - Full Walkthrough | Bolloxed
Ā Ā Ā ā€¢Ā PortalĀ 2:Ā F-STOPĀ PROJECTĀ CAPTUREĀ -Ā Fu...Ā Ā 

Exposure by LunchHouse Software | LunchHouse Software
Ā Ā Ā ā€¢Ā VideoĀ Ā 

Mirror: www.playground.ru/portal/news/anons_exposure_seriiā€¦

=== Subtitles ===

Contribute translated subtitles - amara.org/videos/MyGYKu72hcPs/
Metadata And Engagement

Views : 1,396,892
Genre: Gaming
Date of upload: May 24, 2023 ^^


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RYD date created : 2024-05-02T21:06:35.045466Z
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YouTube Comments - 1,307 Comments

Top Comments of this video!! :3

@GMTK

3 months ago

I discovered the importance of playtesting while working on my very own game. You can follow my development journey by watching the series "Developing" - youtube.com/playlist?list=PLc38fcMFcV_uH3OK4sTa4bfā€¦

31 |

@maarp4720

11 months ago

Imagine the anxiety when gabe stopped the presentation, then the whiplash when they all got jobs at valve, an absolute dream

8.4K |

@debornmc

11 months ago

Kind of funny how Portal, a game all about testing and test chambers, would never have been as succesful as it was without its extreme amounts of player testing.

3.5K |

@crep50

11 months ago

My brother actually found out ā€œplayers never look upā€ the hard way - as a player. Thereā€™s a temple in Twilight Princess where one of the last puzzles is simply looking up - super easy in hindsight, but it took him over an hour to solve it.

704 |

@SilverAnicore

11 months ago

This type of development requires a very special style of leadership that doesn't punish their employees when they get negative feedback. If tests are done every week, and every week you hear what doesn't work with your current approach, your boss needs to be fully behind you to consider it a chance for improvement and not a "trick" to point out all of your mistakes.

3.8K |

@issacthompson330

11 months ago

Playtesting is a Compass, not a Map. It is best used to tell if you are going in the right direction, not what that direction is.

209 |

@dazcar2203

11 months ago

my new headcanon is that the "science" done in portal is just in-universe playtesting

1.6K |

@Action2me

11 months ago

This ā€œantagonistā€ concept is exactly why a lot of portal-inspired first person puzzle games fall flat and feel lifeless.

2.5K |

@louisnemzer6801

11 months ago

I have huge respect for the level designers of Portal

2K |

@beagle626

11 months ago

These Valve guys are pretty good, maybe they should make some more games

1.7K |

@GreyWolfLeaderTW

11 months ago

One of the best playtesting stories out there is when Shigeru Miyamoto's son first picked up and played Super Mario 64. Miyamoto was a little concerned with the fact that he wasn't showing interest in going into the paintings of Peach's Castle to go after the power stars, but spent over half an hour just running around and jumping and trying to run up and slide down slopes, walls, and attempt wall kick jumps outside Peach's Castle. It ironically was a good sign, because as his son and so many other children pointed out in the post-playtest interviews for Super Mario 64, they LOVED how well Mario controlled. Miyamoto and his team spending a year focusing on Mario's controls, statistics, and animations really paid off if the simple act of running and jumping around in a 3D game could be fun.

653 |

@wolfcl0ck

11 months ago

For most of the first year of Portal's development, the "actual game" was the tutorial. The final game's sequence of test chambers were all initially concepted as being the tutorial section for a much larger game that they scaled back on significantly.

264 |

@w21aaaaa

11 months ago

Pretty fitting that the developers of Portal also loves testing ;) Seems like Valve realized this too since they love using Portal to showcase their new tech like VR and the Steam Deck. It's basically their mascot nowadays

518 |

@olppa1

11 months ago

When Valve was busy developing CS2 which is coming out soon, they invited bunch of community figures and ex-pros to playtest it at Valve HQ. These people later said that there were dozens of Valve employees watching them play live in the same room. And all the time they were asked feedback and sometimes changes based on that were implemented the same day. This video gave me some background to that story.

301 |

@dextergrif

11 months ago

Valveā€™s developer commentary is fascinating. Hearing about how they changed the puzzles to make it so players didnā€™t get stuck but also not easy enough for it to be a cake-walk (pun not intended) is really cool and gives a lot of insight into what itā€™s like to develop a game. If only they still developed games.

403 |

@novae6584

11 months ago

14:03 This is especially shown in the climax of Portal 2. Realistically, "shoot the moon" is the easiest puzzle solution of all time. It's basically the only interactive option on the screen. But seeing everything fall apart around you, tension at the highest point, and calling back to the source of portal surfaces; that made the climax incredibly satisfying without being hard.

924 |

@FabledGentleman

11 months ago

This game has the most adorable sentry guns ever made. It's actually kinda mad when that sentence makes people go: yes, yes indeed. You're absolutely right. Who on earth decided to make sentry guns of all things, cute and lovable? And make you feel sorry when taking them out? I fear Gabe adds something fishy to the office coffee maker every morning šŸ˜†

262 |

@bocatadeclavos1274

11 months ago

We'll never stop talking about Portal, and that's beautiful. What a masterpiece.

102 |

@321MPC

11 months ago

Mark, I cannot understate how much better your already phenomenally-good videos have gotten since you started making your magnet game. I am a game designer and graduate of coincidentally relevant DigiPen. The moment you started working on your own project with the goal of not just creating for fun but "finishing" something, I started to recognize the genuine insights of development experience infect your videos. In the past, your videos have always been extremely well researched, well produced, and informative. Something to share with my friends who aren't in the industry but are interested in the topics at hand. Now, it feels like your scripts are more... substantive is the wrong word. Accurate? Relatable, maybe. They feel like more than just talking points extracted from GDC talks, interviews, and postmortem articles. I wince and groan with empathy at the genuine struggles you face in your Developing series because I and everyone else I know who works in games has hit those same roadblocks. And the non-Developing videos feel like their topics and scripts reach so much deeper into the fundamentals of game design than perhaps they did in the past. A video about the single player level design can be really engaging, but it's not as critical to the job as Playtesting or Prototyping is. I have felt sometimes that topics may have come across more simplified or shallow than I think they could've been, even for a youtube audience full of non-developers. I felt less satisfied about some videos. I no longer feel that way. You've been killing it recently. Keep it up.

75 |

@DonNinja05

11 months ago

Testing early is also really important because people are much more willing to criticise something that doesn't look like it's received a ton of love and if it looks like it would be easy to make changes to it at its current stage. This doesn't only work with games mind you, it also works with websites, apps, and pretty much anything you can think of. In university I learned about wireframe designs in web design, where everything looks so barebones you sometimes are even just giving people things written on paper, it really helps the iteration process.

35 |

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