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May 8, 2025 75 mins

Our guest Kim Swift turned a student demo into the mega-hit Portal. Previously the Head of Creative for Xbox Games Publishing, she also did level design on Left 4 Dead and was Design Director for Star Wars: Battlefront II. We discuss how to pitch, owning IP on Mars and whether or not the cake is a lie - this week!

Episode Highlights

[00:00:21] Kim Swift’s Game Design Origin Story

Kim talks about how she got into game development by modding games like Doom and Quake, which eventually led to her joining Valve right out of college.

[00:04:37] The Birth of Portal: From Student Project to Valve

Kim explains how her DigiPen student project Narbacular Drop caught Valve’s attention and led to the creation of Portal.

[00:10:50] Working With Gabe Newell and Valve’s Culture

Kim describes Valve’s flat hierarchy, creative freedom, and how working with Gabe Newell shaped her career.

[00:14:08] Creative Constraints in Game Design

She shares how limits and constraints actually helped drive innovation in Portal’s level design.

[00:20:22] The Magic of Short Games: Why Portal Was Just Right

Kim reflects on why Portal was intentionally short and how the team prioritized player experience over game length.

[00:25:46] From Valve to Big Tech: Her Leap Into Cloud Gaming

She discusses her transition from traditional studios to roles at Amazon and Xbox, focusing on innovation in cloud gaming.

[00:33:10] Leadership Advice: Trust Your Gut and Advocate for Yourself

Kim offers advice for aspiring leaders in tech: trust your instincts, advocate for your ideas, and know your worth.

[00:42:15] Kim’s Hopes for the Future of Games

She envisions a future where games are more inclusive, emotionally resonant, and push the boundaries of storytelling.

Thank you for listening to our podcast all about videogames and the amazing people who bring them to life!
Hosted by Alexander Seropian and Aaron Marroquin
Find us at www.thefourthcurtain.com

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Producer: Shanglan (May) Li
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