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Directly from Geoff Keighley twitter channel, couple of hours ago he said. To everyone asking, YES, you'll be able to experience Final Hours of Portal 2 on other platforms soon! Thanks for your interest. So it is just a matter of time now. UPDATE: Portal 2 - Final Hours is now available on Steam (Mac/PC platforms). The Final Hours of Portal 2 Blog is Live. I have been blown away by the kind words and comments about The Final Hours of Portal – thank you for your interest and support! Sales on the App Store have been very strong, we are the #1 News App for 3 days straight. April 21st, 2011. The Final Hours of Portal 2, also known as Portal 2 - The Final Hours, is a Windows, Mac and iPad interactive book chronicling the development of Portal 2. Written by Geoff Keighley who also authored The Final Hours of Half-Life (2000) and The Final Hours of Half-Life 2 (2004), it was released on April 21, 2011 on iPad and May 17, 2011 on Steam, and is available for $1.99, €1.99 or £1.49.
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The Final Hours of Portal 2 | |
---|---|
Author(s) | |
Language | English |
Subject(s) | Video game design |
Publisher | Ola Balola LLC |
Publication date | April 21st, 2011[1] |
The Final Hours of Portal 2, also known as Portal 2 - The Final Hours, is a Windows, Mac and iPad interactive book chronicling the development of Portal 2. Written by Geoff Keighley who also authored The Final Hours of Half-Life (2000) and The Final Hours of Half-Life 2 (2004), it was released on April 21, 2011 on iPad and May 17, 2011 on Steam, and is available for $1.99, €1.99 or £1.49.
The book provides exclusive information about the game's development, as well as numerous previously unreleased concept art images and early screenshots. It also contains interactive features set around standard text.
- 1Contents
- 1.1Introduction
- 1.16Bonus: The Art of Rattmann
Contents[edit]
Introduction[edit]
Foreword by Geoff Keighley[edit]
About the author[edit]
About the game[edit]
About the developer[edit]
Chapter 1: Let the Games Begin![edit]
Describes a typical day at Valve.
Chapter 2: Prince Squid and Judge Dredd[edit]
Talks about the origins of Erik Wolpaw and Chet Faliszek and their hiring into Valve.
Chapter 3: A Triumph, Huge Success[edit]
Summarizes the origin of the Digipen game Narbacular Drop and its transformation into Portal.
Chapter 4: Two Bots, One Wrench[edit]
Talks about the Two Bots, One Wrench design experiment as part of the 'Directed Design Experiments'.
Chapter 5: Eccentric Dead Billionaire[edit]
Describes the fifth Directed Design Experiment, F-STOP, or the failed attempt at a Portal prequel that did not feature any portals.
Chapter 6: The Aha Moment[edit]
Documents Valve's issue of how to make a storyline-filled game from Portal and how Personality Cores were the answer.
Chapter 7: Just One Person[edit]
Introduces a Valve employee, Karen Prell, and her former work for Jim Henson, and talks about the design of Wheatley.
Chapter 8: The Power of Paint[edit]
Talks about the introduction of the paint mechanic to Portal 2 by way of the Digipen student project Tag: The Power of Paint and how they created the underground areas to introduce it to the player.
Chapter 9: The Odd Couple[edit]
Describes the announcement of Portal 2 and the creation of ATLAS and P-body and the co-op campaign.
Chapter 10: Making Games is Hard[edit]
Summarizes the 'surprise' Gabe Newell made at E3 2010 and Valve's need to delay the release date for 2011.
Chapter 11: Used to Want You Dead[edit]
Describes how Jonathan Coulton worked with Valve on making 'Want You Gone'.
Chapter 12: The Final Hours[edit]
Talks about the last few steps before completing Portal 2, including details from inside the 'test chamber', or playtesting area.
Chapter 13: The World is About to Change[edit]
Closes the book by describing the thoughts and feelings of Valve after Portal 2 was finished and released.
Chapter 14: Unlikely Architects[edit]
Describes development on the Portal 2 DLC Peer Review and the Portal level editor.
Bonus: The Art of Rattmann[edit]
A gallery of the artwork left by Doug Rattmann through the Enrichment Center made by artist Andrea Wicklund.
Gallery[edit]
Steam header.
Credits[edit]
See also[edit]
References[edit]
External links[edit]
Talks about the origins of Erik Wolpaw and Chet Faliszek and their hiring into Valve.
Chapter 3: A Triumph, Huge Success[edit]
Summarizes the origin of the Digipen game Narbacular Drop and its transformation into Portal.
Chapter 4: Two Bots, One Wrench[edit]
Talks about the Two Bots, One Wrench design experiment as part of the 'Directed Design Experiments'.
Chapter 5: Eccentric Dead Billionaire[edit]
Describes the fifth Directed Design Experiment, F-STOP, or the failed attempt at a Portal prequel that did not feature any portals.
Chapter 6: The Aha Moment[edit]
Documents Valve's issue of how to make a storyline-filled game from Portal and how Personality Cores were the answer.
Chapter 7: Just One Person[edit]
Introduces a Valve employee, Karen Prell, and her former work for Jim Henson, and talks about the design of Wheatley.
Chapter 8: The Power of Paint[edit]
Talks about the introduction of the paint mechanic to Portal 2 by way of the Digipen student project Tag: The Power of Paint and how they created the underground areas to introduce it to the player.
Chapter 9: The Odd Couple[edit]
Describes the announcement of Portal 2 and the creation of ATLAS and P-body and the co-op campaign.
Chapter 10: Making Games is Hard[edit]
Summarizes the 'surprise' Gabe Newell made at E3 2010 and Valve's need to delay the release date for 2011.
Chapter 11: Used to Want You Dead[edit]
Describes how Jonathan Coulton worked with Valve on making 'Want You Gone'.
Chapter 12: The Final Hours[edit]
Talks about the last few steps before completing Portal 2, including details from inside the 'test chamber', or playtesting area.
Chapter 13: The World is About to Change[edit]
Closes the book by describing the thoughts and feelings of Valve after Portal 2 was finished and released.
Chapter 14: Unlikely Architects[edit]
Describes development on the Portal 2 DLC Peer Review and the Portal level editor.
Bonus: The Art of Rattmann[edit]
A gallery of the artwork left by Doug Rattmann through the Enrichment Center made by artist Andrea Wicklund.
Gallery[edit]
Steam header.
Credits[edit]
See also[edit]
References[edit]
External links[edit]
- The Final Hours of Portal 2 on Steam
Real world subjects | |
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Soundtracks | Half-Life · Half-Life: Opposing Force · Half-Life: Blue Shift · Half-Life 2 · Half-Life 2: Episode One · Half-Life 2: Episode Two · Half-Life: Alyx ·The Orange Box · Portal · Portal 2 |
Songs | 'Exile Vilify' · 'Cara Mia Adio (Turret Opera)' · 'GLaDOS' Song' (cut) · 'Still Alive' · 'Want You Gone' · 'You Wouldn't Know' |
Companies | Arkane Studios · Captivation Digital Laboratories · Cloudhead Games · Cryptozoic Entertainment · Electronic Arts · Gearbox Software · Junction Point Studios · Nvidia Corporation · Sierra Entertainment · Sixense Entertainment · Traveller's Tales · Taito Corporation · Valve Corporation · Vivendi Games · Zen Studios |
People | Character models · Production staff · Voice actors |
Other media | Comics:Portal 2: Lab Rat · Randolph the Red-Nosed Turret · Turret Lullaby Development booksandarticles:The Art of Portal 2 · The Final Hours of Half-Life 2 · The Final Hours of Portal 2 · Half-Life 2: Raising the Bar · The Final Hours of Half-Life: Alyx Films:Half-Life: Uplink |
Mascots | Bendy · Mr. Valve |
Other | ApertureScience.com · Canon · Games · Half-Life and Portal universe · Recurring themes · Retcons |
The Final Hours series of apps from Geoff Keighley
THE FINAL HOURS: THE ULTIMATE BEHIND THE SCENES EXPERIENCE
Starting in 1997, Geoff Keighley began chronicling the creative process behind some of the game industry's seminal games with 'The Final Hours' series. Told from a fly-on-the-wall perspective, Keighley unearths untold stories about the twists and turns of software development by highlighting the talented designers, artists, programmers and musicians who are pushing the medium forward. In 2011 he re-invented the series as a digital storybook on iPad. Now each Final Hours story is presented as an interactive experience with photography and other elements that bring the development process to life.
Go deep within the top-secret offices of Valve, creators of Half-Life, for an unvarnished look at the creative process behind this game. Spider riders game online. From the hush-hush Portal prequel that was shelved to the last minute scramble to complete the game's story, The Final Hours of Portal 2 is a gripping and dramatic story. More..
iPad | Steam
Portal 2 - The Final Hours For Macarthur
MASS EFFECT 3
Portal 2 Mac Download
How do you wrap-up one of the most celebrated videogame trilogies? Geoff takes you inside BioWare in Edmonton as director Casey Hudson and team struggle to wrap up the tale of Commander Shepard. More..
iPad | Origin
TITANFALL
When starting from nothing isn't hard enough, the creators of Call of Duty must overcome a billion dollar lawsuit and a toxic mix of office politics and creative struggles the build the next great videogame franchise.More..
iPad | Steam | Origin
Portal 2 Mac Free
TOMB RAIDER
Lara Croft was once the biggest video game character in the world. But after a string of disappointing games, the team at Crystal Dynamics is tasked with reinventing and rebooting an icon.
iPad | Steam Dunkin donuts employee handbook or manual training center.
Portal 2 - The Final Hours For Macy
THE FINAL HOURS ON GAMESPOT
Portal 2 - The Final Hours For Macys
Back in 1998, while I was still in college, I started writing by 'Behind the Games' series at GameSpot.com, which led to The Final Hours. Over a seven year period I wrote many Final Hours stories as well as other long-form pieces about significant game companies like Blizzard, id Software, Trilobyte, and Ion Storm. These stories are still online via WayBackMachine, although not all the images work: