Nobody really knew what Chell was in the first game. “We explored changing Chell’s nationality for a little bit. We were playing around with proportion as well, trying to play a lot more with extreme feminine proportions and a totally different color scheme. Very different from the first aesthetic, even though we were still going for clean and simple. Some of the images started with a sporty look – almost like motorcycle gear. Later on, we decided that we were probably missing a trick by not having Chell present, so we moved her back into that role. “Right from the beginning, we were constrained to replicate the character that was in the first game. So we explored a few other characters before returning to Chell. She served a utilitarian purpose for that game, but at the same time when we started out on Portal 2 we weren't sure if we wanted to bring her back. She fit into the world really well and complemented it without the distractions that a more flashy character would bring. “We sort of agreed that as a character Chell was really successful in the first Portal. Valve's concept artist, Matt Charlesworth, explains how that process is working for Portal 2. Designers will go through hundreds of concepts before settling on a final design for their character. Redesigning a character brings additional challenges because players already have a set of expectations for established characters. Even little nuances such as a character's shoes or hairstyle can affect how players perceive their hero. Designing a character for a game is no easy task.
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