Kim Swift

PC

One Of The Main Brains Behind Portal Explains Her New Idea

5:00AM September 3, 2011 | Stephen Totilo

This is Quantum Conundrum, the first-person puzzle game coming out early next year from a development team led by Kim Swift. She’s someone who has earned my gaming trust, since she was a senior member of the team that made Narbacular Drop and the more famous game it was turned into, Portal More »


PC

Another Puzzling Look At Quantum Conundrum

6:40AM August 27, 2011 | Mike Fahey

While we got our first look at Airtight Games’ dimension-hopping Quantum Conundrum yesterday via Gamespot, there’s just something about the smell of a fresh announcement trailer and screenshots that transport your heart straight to the fluffy dimension. More »


PC

Portal Designer’s New Game Is A Quantum Conundrum

2:40AM August 26, 2011 | Mike Fahey

While Valve busies itself thinking with portals, Portal designer Kim Swift let her mind wander to newer, fluffier dimensions. Quantum Conundrum is the result of those wanderings, and it looks amazing. More »


News

New Game From Portal, Left 4 Dead Vet To Be Revealed At PAX

2:20AM August 23, 2011 | Max Abrams

The first game collaboration between Square Enix and Airtight Games will be revealed at a PAX panel this Saturday, 7pm PST (noon AEST). The panel will feature former Valve developer, Kim Swift. Kotaku is covering everything PAX, so check back regularly!


News

Portal Designer Heads To Dark Void Studio

9:20AM December 8, 2009 | Stephen Totilo

Kim Swift, best known for being one of the students-turned-Valve-developers behind Narbacular Drop and team leader for its better-known successor Portal has left the house of Half-Life for the den of Dark Void. More »


Uncategorized

Portal Devs Reveal The GLaDOS That Never Was, Inspiration Behind Weighted Companion Cube

6:00PM February 23, 2008 | Michael McWhertor

Kim Swift and Erik Wolpaw, two of the key developers on Portal, gave GDC attendees a behind the scenes look at The Orange Box hit, focusing on the process of integrating narrative and design. The two also showed early and, by their own admission, failed, version’s of the game’s final boss fight with GLaDOS, the talkative, ever present artificial intelligence. They highlighted three attempts at making a successful boss battle, driving home the fact that ample playtesting brought them to the incinerator battle they ultimately settled on.

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