TIMESTAMPS 00:00 - Intro 00:53 - Memories Of Valve 02:01 - Orange Box/How Josh Ended Up As Project Lead On Portal 2 05:20 - Portal 2 Storyboards/Design Approach With Portal 2 06:45 - Elevator Doors Are Actually Portals 07:40 - Playtesting/Design Of Game Mechanics 11:00 - Design & Storytelling Working Together/Changing Environments 13:00 - Story Constantly Changed Through Development 14:15 - The Moon Segment Was Added Very Late In Development 15:45 - Catapults/Bridges/Linear & Non Linear Aspects Of The Design 19:23 - Walking On Walls & Bullet Time Were Cut Game Mechanics 21:30 - The Gel Was Hard To Implement/Digipen 23:05- Difficulties Of Programming For PS3/Smoothing Out Portal Transitions 26:20 - Manscaped Sponsored Segment 27:23 - Momentum Physics/Where People Would Quit On The Original Portal 29:04 - Gabe Newell/Gabe Wanted GLaDOS To Have A Face/Gabe’s Struggles 31:05 - Underground Area Was The Hardest Area To Work On 32:55 - Portal 3/Portal For Xbox Was The Genesis Of Developing Portal 2 37:20 - Portal 2’s Intro Is Inspired By Super Metroid’s Intro 39:20 - Original Idea For GLaDOS In Portal 2/Announcer 41:40 - Trying To Sell The Part When Wheatley Turns Bad 43:20 - Dealing With The Weight Of Expectations/Valve Doesn’t Have A Template Of Developing 45:20 - Game Designing Is Stressful/Complications Of Crunch 46:50 - Portal 2 Almost Ruined Josh’s Marriage/Game Developments Effect On Family Life 48:30 - Josh’s Management Style/Communication 50:52 - Josh Cant Switch His Brain Off 53:09 - Crunch Process For Portal 2 54:35 - Certification Problems For PS3 & Xbox/How Much Time Certification Adds To Development 58:24 - Politics Of Certification 58:59 - Zero Page Game 1:00:13 - Where To Follow Josh Weier https://www.youtube.com/watch?v=MkPCE-Gzmwc