Abstract
Satirical sci-fi puzzle recreation with over 100 handcrafted ranges and a satirical A.I. named S.A.R.A.We Interviewed developer Gwen Frey about designing puzzles, constructing character by means of methods, and voicing almost your entire forged herself.Lab Rat is out Now on Xbox.
Gwen Frey isn’t any stranger to large concepts—or large video games. After engaged on titles like BioShock Infinite and The Flame within the Flood, she’s again with a brand new recreation! Lab Rat, a satirical Sci-Fi puzzle recreation launching on Xbox that pits gamers in opposition to an excessively assured AI named S.A.R.A.
With over 100 handcrafted puzzles, sharp writing, and a shocking quantity of coronary heart, Lab Rat is as a lot about logic as it’s about being noticed. I sat down with Gwen to speak puzzle design, working solo (and not-so-solo), and what it’s prefer to voice almost each character in your personal recreation.
Corey: S.A.R.A. performs a central function in Lab Rat—a hyper-intelligent, metrics-obsessed AI who observes and reacts to the whole lot the participant does. Impressed partially by your expertise working alone throughout lockdown, she brings humor, pressure, and a way of being consistently evaluated.
Did the idea for S.A.R.A. form the gameplay, or did the puzzles come first?
Gwen: The concept for S.A.R.A. developed naturally alongside the sport’s core mechanics. Early on, my puzzle designer and I have been exploring a brand new system, however thematically we each felt like rats in a cage—trapped inside, remoted. We constructed that feeling into the whole lot: puzzles that evoke confinement, jittery character animations, and even blocks that electrocute you when misused, like a science experiment gone incorrect.
Visually, I used to be impressed by my very own dual-monitor setup throughout lockdown, when most of my interplay was by means of screens. That advanced into the idea of S.A.R.A.—an overbearing algorithm watching your each transfer, constructed to replicate the eerie, disconnected temper we have been residing by means of. As soon as I noticed the sport world by means of that lens, the whole lot began to click on.

Corey: You’ve described Lab Rat as a recreation that “makes individuals assume and chuckle.” Which of these two was more durable to design for?
Gwen: Undoubtedly making individuals chuckle! When an individual sits down to finish a puzzle recreation they’re ready to assume deeply and resolve issues – they’re within the right mindset for that. Thought-provoking commentary is mostly a welcome addition to that have. Nevertheless, comedy is surprising, very troublesome to do nicely, and completely different sorts of humor attraction to completely different individuals. Severely – comedy is tough.

Corey: There’s a very intelligent rhythm to how puzzles unfold in Lab Rat. What was your strategy to pacing the problem curve?
Gwen: There are two methods I prefer to maintain puzzle gamers engaged: discovery and mastery. Discovery is once you encounter one thing new and work out the way it works; mastery is utilizing that understanding to resolve a harder problem. I attempt to introduce one thing new each few puzzles to maintain issues contemporary, and I purpose for options that really feel earned—clear sufficient to know with some thought, however by no means apparent.
Block-pushing video games include a singular drawback: it’s simple to finish up in an unwinnable state with out realizing it. That sort of factor kills motivation. So in Lab Rat, we allow you to undo strikes, pull blocks off partitions—principally provide you with room to experiment with out concern of getting caught. It makes the sport extra accessible, particularly for gamers new to the style, with out making it any much less satisfying.

Corey: Engaged on a recreation in a small workforce means carrying a whole lot of hats—designer, author, programmer. Which a part of that course of felt most pure to you, and which one stunned you essentially the most?
Gwen: Programming, artwork, and animation all got here very naturally to me. These are issues I’ve finished for years, and I’m working within the Unreal engine, which I’ve used my whole profession, so there was nothing new to be taught. By far essentially the most shocking factor I needed to be taught for this mission was voice performing. I’m not a performer and I’ve by no means finished voice work earlier than Lab Rat. It was fairly difficult.

Corey: We’ve been lucky sufficient to have performed by means of the sport, so we’ve seen the tip credit. Precisely what number of characters did you personally voice within the recreation? Have you ever counted?
Gwen: This query made me chuckle. My programmer put my identify within the credit about 100 occasions as a kind of joke. I’d change that earlier than launch… however it’s true that I voiced each character in Lab Rat. There was one line the place we completely wanted a male voice and my husband stepped as much as the mic for it, however apart from that each one the characters have been voiced by me personally. I spent a whole lot of time recording arguments with myself, after which made intensive use of sound results within the engine to make every character sound distinctive.

Corey: In the event you might sit subsequent to somebody enjoying Lab Rat on Xbox for the primary time— with out spoiling it, is there a selected second you’ll be ready for them to achieve?
Gwen: There are a lot of, many moments I hope they attain! I wished each half-hour of Lab Rat to really feel extra attention-grabbing and surprising than the earlier half-hour. I’m excited to see if we achieved this.
Corey: Big due to you, Gwen, for taking the time to talk about Lab Rat, indie recreation growth, and what it’s prefer to argue with your self in a recording sales space!
Lab Rat is out there now on Xbox One optimized for Xbox Collection X|S.
Lab Rat
Klei Publishing
$19.99
Congratulations!
You’ve been chosen to take part in a particular take a look at that can assist refine a model new sort of recreation!
Lab Rat was generated by the world’s most superior machine studying algorithm – me. I’ve been meticulously skilled on the most effective interactive leisure obtainable as we speak and my information signifies you’ll be fully glad with the consequence. Nevertheless, your priceless human suggestions is required to assist me additional regulate and develop this expertise.
Key Options:
Maneuver objects, divert lasers, and manipulate electrical energy to beat over 100 shocking genre-bending puzzles.
Outwit a metrics-obsessed machine intent on heckling you in your humanity.
Take part in satirical in-game analytics which can be up to date in actual time with actual participant information.
The Sport:
Lab Rat is a home made narrative puzzler masquerading as a machine-generated online game. This satirical journey stars a metrics-obsessed AI who will monitor, profile, and information you as you resolve over 100 distinctive spatial issues. Over time this AI will develop a hilariously-misguided understanding of humanity based mostly in your efficiency and survey response information.
The Staff:
Whereas Lab Rat pokes enjoyable on the absurdity of algorithmically-generated interactions, this recreation is lovingly hand-crafted by a workforce of professional human builders. Lab Rat is directed by Gwen Frey (creator of Kine & co-creator of The Flame within the Flood). It options atmosphere artwork by Mike Snight (Lead World Builder, Bioshock Infinite), writing and programming by Ian Bond (Programmer/Developer, Bioshock 1), and puzzles by Lucas Le Slo (beloved experimental puzzle designer).