Airtight Games' Kim Swift discusses Portal comparisons and the democratic origin of Quantum Conundrum
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"All I care about is, 'Is the game fun? Are players gonna pick it up and have a good time?' That, first and foremost, is my job," ex-Valve developer (Portal, Left 4 Dead) and current Airtight Games creative lead Kim Swift declared to me in a pre-NY Comic Con interview last week. She was referring to her current project, Quantum Conundrum, and its similarity to her past work on Portal. I was wondering if she worried that her first big game might color perceptions about her latest, similarly-sized game -- is it just more of the same?
"Making first-person puzzle games is what I like to do," Swift said. "And there aren't a whole lot of games ... there's Portal, and that's about it. So, to me, this is the kind of game that I want to play myself." She told me that the idea for QC had come about before arriving at Airtight, and when the opportunity came to head up a team as creative lead, she jumped at the chance. But she also didn't want to be a totalitarian monster.
"Once I had gotten my team together, I didn't just wanna say, 'Hey, we're making this game, dammit! It's gonna be the way I say it's gonna be!'" Swift explained. Rather, the team members created individual "one-sheets" which would then be voted on by the whole group. As it turns out, Quantum Conundrum won out. "It just happens that this one came out on top just because it was really easy to implement right away and test," she added.
The game's room-based puzzles and play on dimensional mechanics make it "modular" -- as in, individual components can be easily swapped out for others and quickly tested. This kind of development structure allows for quick iteration, a value prized among game developers. It also makes things like DLC all the more possible, which already makes sense for a game like Quantum Conundrum. Whether gamers will be demanding more after the game ships "early" next year remains to be seen, but what I saw had a lot of promise.
"Making first-person puzzle games is what I like to do," Swift said. "And there aren't a whole lot of games ... there's Portal, and that's about it. So, to me, this is the kind of game that I want to play myself." She told me that the idea for QC had come about before arriving at Airtight, and when the opportunity came to head up a team as creative lead, she jumped at the chance. But she also didn't want to be a totalitarian monster.
"Once I had gotten my team together, I didn't just wanna say, 'Hey, we're making this game, dammit! It's gonna be the way I say it's gonna be!'" Swift explained. Rather, the team members created individual "one-sheets" which would then be voted on by the whole group. As it turns out, Quantum Conundrum won out. "It just happens that this one came out on top just because it was really easy to implement right away and test," she added.
The game's room-based puzzles and play on dimensional mechanics make it "modular" -- as in, individual components can be easily swapped out for others and quickly tested. This kind of development structure allows for quick iteration, a value prized among game developers. It also makes things like DLC all the more possible, which already makes sense for a game like Quantum Conundrum. Whether gamers will be demanding more after the game ships "early" next year remains to be seen, but what I saw had a lot of promise.
Reader Comments (10)
Posted: Oct 20th 2011 3:51PM Tommy758 said
Is there cake tho?
Posted: Oct 20th 2011 4:05PM CypherSignal said
@Tommy758
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Reply
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Posted: Oct 20th 2011 4:18PM ReadingRambo said
What the hell is going on in that picture?
Posted: Oct 20th 2011 4:28PM Trojan said
@BillyBongThornton I'm not excusing it, but don't a lot of people in the game industry do this? People act like Shiggy alone invented and developed all of the Mario games. Or Itagaki alone invented and developed Ninja Gaiden. Did Sakaguchi alone create and develop Final Fantasy? In reality, none of these people is single-handedly responsible for these series. But the press (and gamers) like to put a face to a series, so it's not entirely her fault.
Posted: Oct 20th 2011 4:44PM tendoboy1984 said
@BillyBongThornton
The same mentality applies to movie directors and classic Hollywood cartoons. Nobody said that Miyamoto, Ken Levine, Kojima, Sakaguchi, etc. designed those entire games themselves, they just had the most input and design choices.
The same mentality applies to movie directors and classic Hollywood cartoons. Nobody said that Miyamoto, Ken Levine, Kojima, Sakaguchi, etc. designed those entire games themselves, they just had the most input and design choices.
Posted: Oct 20th 2011 5:51PM The Aquacharger said
I say the reason people compare it to Portal is not because Portal is the only FPS puzzle game (which it's not) is because it looks exactly like portal puzzle design wise. Hell there's even the giant red button on a pillar linking it to a giant door and a box for buttons. While those are rather generic design choices with the way they're implemented it seems just like Portal. Like if you remove all the weird stuff and break it down to a simple looking room it'd look a lot like Portal stage design wise.
Posted: Oct 21st 2011 3:13AM (Unverified) said
"pre-NY Comic Con" -- so this was at the New Amsterdam Comic Con?
Posted: Oct 21st 2011 10:40AM gevenstaines said
@BillyBongThornton
"Making first-person puzzle games is what I like to do,"
yeah she sounds like a total b*tch
"Making first-person puzzle games is what I like to do,"
yeah she sounds like a total b*tch






