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Video Games by Women: Portal
Though Kim Swift is known for many games but perhaps her most beloved is a humourous little puzzle platformer called "Portal." Ive always loved portal for being a game with a completely female cast (so to speak) as the only two characters are a female test subject named Chell and a female-voiced super computer named GLaDOS. The gameplay mostly has Chell moving through different laboratory levels through the use of a gun which shoots human sized wormholes at the behest of GLaDOS.
Kim Swift is also known for her work on Half-life 2 ep. 1 and 2, Left 4 Dead 1 and 2, Starwars Battlefront 2, Narbacular Drop, Portal: Still Alive, Quantuum Conundrum, PIXLD, and Soul Fjord.
Kim Swift, mi compañera de piso. Trabaja en un Dunkin Donuts, y a veces canta en el metro de Londres.
//Instagram: unpesos
Mi piso compartido, en el distrito de Brixton, Londres
Salón-Comedor
Cocina
Cuarto de baño
Mi habitación
Habitación de Kim
Habitación de Spencer
Perspective is at play in the many puzzle rooms that the player must complete in Portal, with every solution initially obscured by how the problem is presented to the player when they first enter a test chamber. What makes the puzzles of the game so intelligent in terms of design is that the game never obscures what the final arrangement of elements must be (these buttons must be pushed to open the door; the player has to get over this wall without accessing any stairs; etc.) to complete them, but instead uses the players initial perspective of the puzzle room to throw off their understanding of how they’ll need to accomplish that arrangement. It’s only after the player is able to look at the puzzle from a different vantage point (often literally) that all the elements come together.
Anyone else find it weird that Bloc Party replaced Hideo Kojima with Kim Swift?
While an incredibly odd piece of feedback, the ability to see through the titular gateways in Portal is able to provide a significant amount of information without having to do anything but exist. In being able to see through these portals, players can line them up more effectively, without having to exclusively rely on trial and error to get them working as intended for each puzzle. This is also why the player is able to later on apply these portals to high-speed, high-intensity situations, as they have come to trust these gateways to always lead where they show.
The first two dimensional shifts presented in Quantum Conundrum are Light and Heavy, represented by soft plush and hardened steel respectively. In addition to providing a direct contrast to each other in terms of gameplay usage, these two dimensions provide a very effective visual shorthand, making it easy for players to jump right into play.