Abstract
- Satirical sci-fi puzzle sport with over 100 handcrafted ranges and a satirical A.I. named S.A.R.A.
- We Interviewed developer Gwen Frey about designing puzzles, constructing persona via techniques, and voicing practically your entire forged herself.
- Lab Rat is out Now on Xbox.
Gwen Frey isn’t any stranger to massive concepts—or massive video games. After engaged on titles like BioShock Infinite and The Flame within the Flood, she’s again with a brand new sport! Lab Rat, a satirical Sci-Fi puzzle sport 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 practically each character in your personal sport.
Corey: S.A.R.A. performs a central position in Lab Rat—a hyper-intelligent, metrics-obsessed AI who observes and reacts to all the things the participant does. Impressed partly by your expertise working alone throughout lockdown, she brings humor, rigidity, and a way of being continually 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 all the things: puzzles that evoke confinement, jittery character animations, and even blocks that electrocute you when misused, like a science experiment gone improper.
Visually, I used to be impressed by my very own dual-monitor setup throughout lockdown, when most of my interplay was via screens. That advanced into the idea of S.A.R.A.—an overbearing algorithm watching your each transfer, constructed to mirror the eerie, disconnected temper we have been residing via. As soon as I noticed the sport world via that lens, all the things began to click on.

Corey: You’ve described Lab Rat as a sport that “makes individuals suppose and snigger.” Which of these two was tougher to design for?
Gwen: Positively making individuals snigger! When an individual sits down to finish a puzzle sport they’re ready to suppose deeply and clear up issues – they’re within the appropriate mindset for that. Thought-provoking commentary is mostly a welcome addition to that have. Nevertheless, comedy is surprising, very troublesome to do nicely, and totally different sorts of humor attraction to totally different individuals. Critically – comedy is difficult.

Corey: There’s a extremely intelligent rhythm to how puzzles unfold in Lab Rat. What was your method to pacing the issue curve?
Gwen: There are two methods I prefer to maintain puzzle gamers engaged: discovery and mastery. Discovery is whenever you encounter one thing new and determine the way it works; mastery is utilizing that understanding to unravel a harder problem. I attempt to introduce one thing new each few puzzles to maintain issues contemporary, and I goal for options that really feel earned—clear sufficient to understand with some thought, however by no means apparent.
Block-pushing video games include a singular drawback: it’s straightforward 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—mainly provide you with room to experiment with out worry 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 sport in a small group means sporting lots 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 achieved 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 venture was voice performing. I’m not a performer and I’ve by no means achieved voice work earlier than Lab Rat. It was fairly difficult.

Corey: We’ve been lucky sufficient to have performed via the sport, so we’ve seen the tip credit. Precisely what number of characters did you personally voice within the sport? Have you ever counted?
Gwen: This query made me snigger. My programmer put my title within the credit about 100 instances 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 every one the characters have been voiced by me personally. I spent lots of time recording arguments with myself, after which made intensive use of sound results within the engine to make every character sound distinctive.

Corey: Should you might sit subsequent to somebody taking part in Lab Rat on Xbox for the primary time— with out spoiling it, is there a selected second you’d be ready for them to achieve?
Gwen: There are lots of, many moments I hope they attain! I wished each half-hour of Lab Rat to really feel extra fascinating and surprising than the earlier half-hour. I’m excited to see if we achieved this.
Corey: Enormous due to you, Gwen, for taking the time to talk about Lab Rat, indie sport growth, and what it’s prefer to argue with your self in a recording sales space!
Lab Rat is on the market now on Xbox One optimized for Xbox Sequence X|S.
Lab Rat
Klei Publishing
$19.99
Congratulations!
You could have been chosen to take part in a particular check that may assist refine a model new sort of sport!
Lab Rat was generated by the world’s most superior machine studying algorithm – me. I’ve been meticulously skilled on one of the best interactive leisure accessible at present and my knowledge signifies you may be utterly glad with the outcome. Nevertheless, your useful 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 on your humanity.
Take part in satirical in-game analytics which can be up to date in actual time with actual participant knowledge.
The Recreation:
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 clear up over 100 distinctive spatial issues. Over time this AI will develop a hilariously-misguided understanding of humanity primarily based in your efficiency and survey response knowledge.
The Workforce:
Whereas Lab Rat pokes enjoyable on the absurdity of algorithmically-generated interactions, this sport is lovingly hand-crafted by a group of knowledgeable human builders. Lab Rat is directed by Gwen Frey (creator of Kine & co-creator of The Flame within the Flood). It options setting 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).