You designed the epic boss fight that takes place at the end of Portal 2. Could you talk us through the development of this level?
For the final boss level in Portal 2, we started out with just a few goals:
Simple enough that players would not become stuck
Incorporate multiple kinds of mechanics to give the player a sense of complexity
Have stages of progression that could change the environment
Remind players of the Portal 1 ending
For the actual battle, a concept artist named Jeremy Bennett created some images of Wheatley with iconic pieces of Aperture Science attached to him. The idea was that he knew you were coming to defeat him and he wanted to protect himself in this very haphazard way. The first concept we pursued from these images was Wheatley with a bunch of turrets attached onto him.


A concept created by Jeremy Bennett for the final boss level.
The first prototype I created for the level was Wheatley with these turrets attached and you had to launch a cube at him using catapults aimed at him to knock the turrets off one by one. When you knocked the last one off, you would hit him with the cube again and defeat him. We didn't know what the cube was going to be and we didn't know if you would use catapults to launch them. We just wanted to test if the mechanic was fun to hit him with things. This also would remind players of the Portal 1 ending where you redirected rockets to hit Glados. However, we discovered that the turrets on Wheatley were too punishing.


The first diagram I created for the final boss level.
We tried having shield panels coming up from the floor and out from the walls to hide and time the launches, but players became frustrated if they missed because they would take so much damage from the turrets shooting them.


A prototype for the final boss level with turrets attached to Wheatley.
We decided to replace the turrets with the shield panels - as if Wheatley specifically guarded himself from projectiles. An artist named Alireza Razmpoosh created some tests with the shields animating and protecting Wheatley.


Wheatley protecting himself using moving panels.
We also decided to incorporate the most impressive mechanic in the game, White Paint. Because Wheatley would do everything to stop you from defeating him, he would remove portal surfaces from his chamber but he would forget about the white paint. The first part of the level would be to get Wheatley to break a pipe to expose the chamber to White Paint. We tried a few different ways he would break the pipe, but decided he should break it with the same weapons he tried to use against you - bombs. Redirecting bombs that Wheatley lobs at you to hit him with portal placement proved to be extremely fun. It reminded players of Portal 1's rockets but was different enough to be new. Combining this with the White Paint fulfilled our goals of seeming complex. Garret Rickey made me a bomb shooter and Richard Lord added the cannon to Wheatley’s model.
When you hit Wheatley with a bomb, we wanted to try a reversal of Portal 1's boss fight. Instead of removing cores from Glados, you would be attaching defective cores onto Wheatley. We even had personality cores that got cut from the game we could use. This was the next prototype I built was a simple level where cores would get dropped into the level and you would use different mechanics to plug them onto Wheatley.


An early prototype of the chamber where you would need to use multiple mechanics to attach cores to Wheatley.
Every time you placed a core onto him, he would change his position and you had to figure out how to get the next one on him. The first was easy. You just placed a portal on a wall next to him and you could place the core onto him through the portal. Then you had to place a portal high on a wall and come out of it to land on the bounce paint to place the second core. There was a speed run into a portal to come out of the floor and pop it onto him as the last core. All of these seemed pretty fun to do, so I integrated them into the level where you hit him with bombs. It turned out to be too challenging. So, I tried to reverse the situation a bit again, and this time the player would do these maneuvers to get to the cores. Placing them onto Wheatley would be trivial. This proved to be much simpler and Wheatley could remain in the same position in the chamber. Now, we could start shaping the chamber.
Since we wanted the fight to be in stages with the environment changing at each interval, we had the chamber slowly be destroyed revealing different paint. The paint was necessary to get to the next core. At first, we tried getting the player to destroy parts of the chamber. You used to have to portal up to a catwalk and get Wheatley to try to hit you with a bomb there so that he would destroy the catwalk and a pipe below it exposing bounce paint. There was another pipe that you would have to redirect a bomb to exposing speed paint when it broke. Once again, this proved to be too convoluted and the simplest fix was that you would destroy the bounce paint pipe when you walked on it and Glados would destroy the speed paint pipe when she delivered the final core to you.
There was a lot of iteration to get the player not just to leave portals in the same positions for the entire fight. This required the bomb shield configuration to be different for each section and for you to have to place your portals to reach the cores. Alireza changed the animations of the shields many times for me while adding some great touches like Wheatley banging the ground underneath him if the player got caught there. Mike Be
lz
er also animated Wheatley for his position to shoot the bombs as well as his talking scenes.
Erik Wolpaw and Jay Pinkerton were the writers on Portal 2, and they really wanted this element of comedy towards the end with a stalemate button. We wanted to call back to the button you used when you replaced Glados with Wheatley in the first half of the game, but this time, Wheatley thinks he's outsmarted you again.


An early mockup of the stalemate button used to replace Glados with Wheatley.