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 by means of techniques, and voicing practically your entire solid 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 towards a very assured AI named S.A.R.A.
With over 100 handcrafted puzzles, sharp writing, and a stunning 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 individual sport.

Corey: S.A.R.A. performs a central position in Lab Rat—a hyper-intelligent, metrics-obsessed AI who observes and reacts to every thing the participant does. Impressed partially by your expertise working alone throughout lockdown, she brings humor, rigidity, and a way of being continuously 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 every thing: 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 developed 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, every thing began to click on.

Corey: You’ve described Lab Rat as a sport that “makes individuals assume and giggle.” Which of these two was more durable to design for?
Gwen: Undoubtedly making individuals giggle! When an individual sits down to finish a puzzle sport they’re ready to assume deeply and resolve issues – they’re within the appropriate mindset for that. Thought-provoking commentary is usually a welcome addition to that have. Nonetheless, comedy is surprising, very troublesome to do effectively, and totally different sorts of humor enchantment to totally different individuals. Critically – comedy is tough.

Corey: There’s a extremely intelligent rhythm to how puzzles unfold in Lab Rat. What was your strategy to pacing the issue curve?
Gwen: There are two methods I prefer to preserve puzzle gamers engaged: discovery and mastery. Discovery is once 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 intention for options that really feel earned—clear sufficient to understand with some thought, however by no means apparent.
Block-pushing video games include a novel drawback: it’s simple to finish up in an unwinnable state with out realizing it. That form of factor kills motivation. So in Lab Rat, we allow you to undo strikes, pull blocks off partitions—mainly offer you 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 sport in a small staff means sporting loads 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 performed for years, and I’m working within the Unreal engine, which I’ve used my complete profession, so there was nothing new to be taught. By far essentially the most stunning factor I needed to be taught for this venture was voice appearing. I’m not a performer and I’ve by no means performed 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 top credit. Precisely what number of characters did you personally voice within the sport? Have you ever counted?
Gwen: This query made me giggle. My programmer put my identify within the credit about 100 instances as a type 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 loads of time recording arguments with myself, after which made intensive use of sound results within the engine to make every character sound distinctive.

Corey: For those who might sit subsequent to somebody enjoying Lab Rat on Xbox for the primary time— with out spoiling it, is there a specific second you’d be ready for them to succeed in?
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: Large because of you, Gwen, for taking the time to speak about Lab Rat, indie sport improvement, and what it’s prefer to argue with your self in a recording sales space!
Lab Rat is accessible now on Xbox One optimized for Xbox Collection X|S.
Lab Rat
Klei Publishing
$19.99
Congratulations!
You could have been chosen to take part in a particular take a look at that may assist refine a model new form of sport!
Lab Rat was generated by the world’s most superior machine studying algorithm – me. I’ve been meticulously skilled on the very best interactive leisure obtainable at the moment and my information signifies you can be fully glad with the outcome. Nonetheless, your worthwhile human suggestions is required to assist me additional modify and develop this expertise.
Key Options:
Maneuver objects, divert lasers, and manipulate electrical energy to beat over 100 stunning genre-bending puzzles.
Outwit a metrics-obsessed machine intent on heckling you in your humanity.
Take part in satirical in-game analytics which are 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 Workforce:
Whereas Lab Rat pokes enjoyable on the absurdity of algorithmically-generated interactions, this sport is lovingly hand-crafted by a staff of professional 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).