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Narbacular Drop Interview

PC Interview by John Walker

20 December, 2009

Page 1 of 4. Page 2 ->

Kim Swift sprang to fame as the project lead on Valve's wonderful first-person puzzler, Portal. It was a game that managed to be brilliantly clever, incredibly funny, and yet accessible to a wider gaming audience. It's with this philosophy that Swift begins her new job heading up a team at Airtight Games. We took this chance to look back over the path that took her here, beginning with the game that inspired Portal, Narbacular Drop.

Eurogamer: Hello.

Kim Swift: Hi!

Eurogamer: Do you feel old enough to be a part of Retro Sunday?

Kim Swift: Not particularly. Would you say I'm old enough?

Eurogamer: No. I definitely would not. Because I'm significantly older than you, and thus would make myself feel incredibly old. Rather than out of manners. So let's go back. Way back. To before Narbacular Drop. How did you end up at MIT?

Kim Swift: You mean DIT right?

Eurogamer: Well, that would make more sense.

Kim Swift: DigiPen does not equal MIT. Notice the lack of the M in DigiPen.

Eurogamer: Yes, I am bad with acronyms.

Kim Swift: Is this your own personal achilles heel?

Eurogamer: Yes. It's the only way they'll eventually be able to kill me.

Kim Swift: Oh, then perhaps you shouldn't advertise that.

'Narbacular Drop' Screenshot 1

Ever wondered what a DigiPen project looks like? Here's Invasion Squad XIV.

Eurogamer: So, hey, how did you end up at DIT?

Kim Swift: Well, I was in my Junior year of high school and I knew that I really wanted to make videogames. And completely had no clue how they were made or even where to start. I was talking to my Dad about possibly going into a Computer Science programme somewhere so I could maybe break into the games industry one day. He had heard about DigiPen from a coworker and suggested I apply there.

Eurogamer: Are they tough to get into?

Kim Swift: Well, for the RTIS program - Real Time Interactive Simulation, DigiPen's name for a CS degree with a specialisation in computer graphics - they require that you have a good foundation in math and sciences. The curriculum is definitely tough and extremely fast-paced. I took a couple of community college C++ courses in high school and what I learned in those two semesters were surpassed in about a couple weeks at DigiPen.

Eurogamer: Impressive. So were you already fiddling with game ideas at this point?

Kim Swift: Not particularly, I was mainly trying to keep my head above water really with all of the school work. I had a few ideas here and there though. Whenever our games team would start to figure out what we were going to do for our project, we would all pitch in various ideas. So I suppose that's something to clarify. At DigiPen, each year we have games class where you team up with a few other students in the class and the goal is by the end of two semesters is to have a game. Every year the requirements are different. First year was a text-based game. Then second year is 2D. Third year required networking and 3D. Fourth year was physics and 3D.

'Narbacular Drop' Screenshot 2

This image was pivotal in Valve's decision to hire the Narbacular Drop team.

Eurogamer: What did you make for a text game?

Kim Swift: Let's see, so I was on a team with a couple of the people that were on Portal, Jeep [Barnett] and Garret [Rickey]. And a few other folks. We made a game called Invasion Squad XIV. It was a turn-based strategy game.

Eurogamer: I always thought that was the best in the series. I hated Invasion Squad VIII.

Kim Swift: Yeah, well you didn't have the giant ion cannon in that one.

Eurogamer: Exactly. So turn-based text. That must have made moving the units tricky. Or was this something Rogue-like?

Kim Swift: I did quite a bit of text-based artwork for the game, and I had to actually resurrect those skills for the credits sequence of Portal. Wow, that totally didn't answer your question...

Eurogamer: It's okay, don't mind me.

Kim Swift: Basically you're in control of a space ship. So each turn you get to decide what you plan on doing in the space ship. The premise is that you've come in contact with Earth and you're trying to figure out what to do with it. So in a turn, you could send units down to explore a particular area, or maybe get the engineering team to build a weapon on the ship. The most fun outcome of the game is to just blow up things with an ion cannon.

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Comments: 1-36 of 36

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Retroid moderator
20/12/09 @ 09:47
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Very interesting interview!
Atropos
20/12/09 @ 09:51
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Great interview!
raion
20/12/09 @ 09:56
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good read.

also the option to replay levels with commentary from the team scattered throughout was brilliant on their part.
well, I'm a sucker for "behind the curtains" stuff about the things I enjoy.
Martin
20/12/09 @ 10:42
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Good read indeed!
Chalee
20/12/09 @ 11:02
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Excellent read! Swift seems like an entirely pleasant and very clever person - exactly what you would expect from the creators one one of the most entirely pleasant and clever games of recent times :)

Group hug!
FogHeart
20/12/09 @ 11:35
#6
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Excellent interview, not a duff question (or response!) throughout. Canny observation made at the last, it seems obvious in hindsight but I've never thought of it that way.
davisorle
20/12/09 @ 11:50
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More than interesting interview.

Highlights for Valvue's tendency to aproache and listen to audience other than their great game and game engines ( which I really hope they soon unveil the future "Source" ), second I put the interest of Kim into gaming, the more you respect the right aspects of the game and the gamer himself you are on the right track to keep making great games, and lastly the whole interview and lil story of his and his team.

And again grats to them and to better games soon ofc ;)
Metalfish
20/12/09 @ 12:07
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Good to see praise of the benefits of player testing. Too many games are way too hard or way too easy because the developer(s), being so close to their creation, don't understand that they can't be good judges of difficulty or even 'fun'.
hiddenranbir
20/12/09 @ 12:17
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Project lead? I thought all she did was make levels.
sarcasmoidosis
20/12/09 @ 12:31
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"Nar-back-u-laar" :)

Great interview.
Retroid moderator
20/12/09 @ 12:55
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Huh, and someone's voted my comment down.

If you disagree, why not say so?
ShiroBen
20/12/09 @ 13:01
#12
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(What do you think a game should be?)

Kim Swift: Fun.

A+
ianegg
20/12/09 @ 13:40
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"then walks in Gabe Newell. He immediately goes to the couch and people get up to clear a space for him."
Nothing to do with his seniority...

"games seem to be split into two categories, either they're kids' games and have a low production bar and don't have a lot there for adults to have fun with. Or they're a big budget game with a lot of substance but a lot of violence that isn't appropriate for kids. I think there's a happy medium in between where there's a little bit of something for everyone, like a good Pixar film."

100% agree with the sentiment but rather than being the fault of the developers, I think the problem is more than partially due to social norms. ANIMATION AND BRIGHT COLOURS ARE FOR KIDS; I AM MATURE BECAUSE I LIKE GUNS AND TITS! I'd say that Nintendo are the Pixar of the games industry though.
ChthonicEcho
20/12/09 @ 14:09
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@Retroid

God forbid, that requires actual effort!
botherer
20/12/09 @ 14:16
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hiddenranbir - Then today you have learned a new thing!

EarlBassett - Sorry to have ruined Christmas.
Retroid moderator
20/12/09 @ 14:28
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@ChthonicEcho: too true, I forgot that.

And I'd mind the comedy if it was there instead of rather than in addition to the meat.
Roamer
20/12/09 @ 14:37
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This game had a nice blend of interesting narrative and great gameplay, plus it didn't drag on. Don't think it would have worked as well with a baby doll as the protagonist...
JayScott
20/12/09 @ 15:04
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@ Ryboy

How the fuck does she seem like a dick? It read really well, she seemed genuinely humbled to be given the opportunity in the first pace and equally humbled that people eventually loved Portal. You're a fucking idiot mate.

And Earl Bassett - you're a fucking dick too.

@ John

Great interview - cheers.
Edited 2 times, most recently on 20/12/09 @ 15:06
Ced_Flanders
20/12/09 @ 15:21
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Great article, often interviews get summarized in articles which makes it lose the spontaneity but this was very fresh and spontaneous!
Sharzam
20/12/09 @ 15:45
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I really liked this inverview, really gave an idea of who and what the people behind portal are about.
YourMessageHere
20/12/09 @ 16:13
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Good interview, but I'm slightly perturbed to see the comparison between the idea of games with appeal for all and the old myth that Pixar films are the same. I enjoyed the first few Pixar things, but they're very similar in tone, and they all blur together and leave me very unsatisfied as films go. They are real examples of the old maxim "jack of all trades, master of none" - a little bit of something for everyone means everyone only gets a little bit, which sucks. Portal by contrast was a great puzzle game and a great shooter, and gave a lot to people who play those games, but I can't see it ever appealing to, for example, my mum, or believe that it was intended to. By all means broaden your focus, but don't generalise too much or you lose the focus that makes games great.

I didn't know Kim Swift was female.

@ ianegg

ANIMATION AND BRIGHT COLOURS ARE FOR KIDS; I AM MATURE BECAUSE I LIKE GUNS AND TITS!

I like all four, just not necessarily all at once. Does that make me unusual? I honestly wouldn't have said so. The social norms you speak of are the ones applying to teenage boys (and guys who are chronologically older but mentally never developed beyond their teenage selves) who feel a big pressure to reject all that is child-like, before the point when they realise how nice it was being a kid and that it's OK to not be serious all the time. These people are a big market, but in time I think games will have to change to suit an aging market, as gamers get older.

EDIT: How the hell else could you possibly pronounce Narbacular?
Edited 1 times, most recently on 20/12/09 @ 16:15
linea
20/12/09 @ 16:38
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Narber-cooler?

shotgun44
20/12/09 @ 17:41
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But no one says specta-cooler when they say spectacular!
coderkind
20/12/09 @ 22:45
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Great interview. Portal is one of my favourite games ever.

Has Swift left Valve now then and won't be working on any Portal sequel?
GamesConnoisseur
21/12/09 @ 00:03
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I read Kim to be a male, and we shouldn't assume sex of the person, as well as thinking it would make a big difference for wrong reason?!

Thought journalist in general would have taken care especially when dealing with a name that goes either way, Alex etc. However great interview and damned interesting insight into one of the most interesting game of the decade. Short maybe but it's the concept, puzzle and hey fps with no guns?!

jonfon
21/12/09 @ 09:43
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Great interview, especially liked the details on their iterative approach to level design. If you've got the base of testers it's always the best approach, whether you're designing a game or a interface and front-end for an application. It's often far too easy for the developers to lose sight of how easy something is to use because they're too close to it to see any potential points of confusion.
cragtek
21/12/09 @ 10:55
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@EarlBassett
You really are a miserable old ballbag sometimes. You also don't understand the concept of writing to an audience, and that audiences differ from site to site. I suggest you kindly knob off into the fourth dimension of knobbishness back where you came from. Knob.
Ryboy
21/12/09 @ 11:44
#33
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@ JayScott

Is this your handbag?

It suits you, it's purty.
telboy007
21/12/09 @ 14:11
#34
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I have re-acquainted myself with the ignore poster link, good times.
Adam_T
21/12/09 @ 14:17
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What's a Narbacular?
arty
21/12/09 @ 22:28
#36
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She's wonderful. Why leave valve though? :(

Comments: 1-36 of 36

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