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Building Lab Rat: Gwen Frey on Logic, Laughter, and Laser Grids – Xbox Wire

April 15, 2025
in Xbox
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SummarySatirical 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 persona by way of techniques, and voicing almost your entire solid herself.Lab Rat is out Now on Xbox.

Gwen Frey is not 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 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 almost each character in your individual recreation.

Corey: S.A.R.A. performs a central function in Lab Rat—a hyper-intelligent, metrics-obsessed AI who observes and reacts to all the things the participant does. Impressed partially by your expertise working alone throughout lockdown, she brings humor, rigidity, 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 had 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 by way of screens. That developed into the idea of S.A.R.A.—an overbearing algorithm watching your each transfer, constructed to mirror the eerie, disconnected temper we had been dwelling by way of. As soon as I noticed the sport world by way of that lens, all the things began to click on.

Corey: You’ve described Lab Rat as a recreation that “makes folks suppose and chortle.” Which of these two was more durable to design for?

Gwen: Positively making folks chortle! When an individual sits down to finish a puzzle recreation they’re ready to suppose deeply and resolve issues – they’re within the appropriate mindset for that. Thought-provoking commentary is mostly a welcome addition to that have. Nonetheless, comedy is surprising, very troublesome to do properly, and completely different sorts of humor attraction to completely different folks. Severely – comedy is tough.

Corey: There’s a very 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 hold puzzle gamers engaged: discovery and mastery. Discovery is if you encounter one thing new and determine the way it works; mastery is utilizing that understanding to resolve a more durable problem. I attempt to introduce one thing new each few puzzles to maintain issues recent, and I purpose 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 recreation in a small staff means sporting a variety of hats—designer, author, programmer. Which a part of that course of felt most pure to you, and which one stunned you probably 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 complete profession, so there was nothing new to study. By far probably the most stunning factor I needed to study for this undertaking 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 by way of the sport, so we’ve seen the top credit.  Precisely what number of characters did you personally voice within the recreation? Have you ever counted?

Gwen: This query made me chortle. My programmer put my title 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 aside from that each one the characters had been voiced by me personally. I spent a variety 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 case you may 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 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 fascinating and surprising than the earlier half-hour. I’m excited to see if we achieved this.

Corey: Big because of you, Gwen, for taking the time to speak about Lab Rat, indie recreation growth, and what it’s prefer to argue with your self in a recording sales space!

Lab Rat is offered now on Xbox One optimized for Xbox Sequence X|S.


Lab Rat

Klei Publishing


☆☆☆☆☆


★★★★★


$19.99


Congratulations!

You’ve gotten been chosen to take part in a particular check that may 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 very best interactive leisure accessible as we speak and my knowledge signifies you can be utterly happy with the end result. Nonetheless, your worthwhile 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 stunning 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 Sport:
Lab Rat is a handmade 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 primarily based in your efficiency and survey response knowledge.

The Workforce:
Whereas Lab Rat pokes enjoyable on the absurdity of algorithmically-generated interactions, this recreation is lovingly hand-crafted by a staff of skilled human builders. Lab Rat is directed by Gwen Frey (creator of Kine & co-creator of The Flame within the Flood). It options surroundings 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).



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Tags: BuildingFreyGridsGwenID@XboxKlei publishingLabLab RatLaserLaughterLogicRatWireXbox
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