Until I fell in love with this Art School Girl. When I was a high schooler, I didn’t think much about art. This version resolved many of the issues I had with the original version, and I always kept in mind that I would use it to finish Omniverse II. After years of development, after some more collaboration with that Line Rider friend, and after connecting with the owners of Line Rider, it wound up becoming the official version on. I took a webapps course and created a proof-of-concept of a Line Rider track gallery.Īfter university, I immediately got to work on recreating Line Rider using modern web technologies. During a summer break, I collaborated with a Line Rider friend on a new version. In my first programming class, for my final project, I recreated Line Rider in Python. Left: LineOnline, David Lu & Jing Xiao & Snigdha Roy 2014. From then until 2017, I focused on developing as an artist and programmer, eventually leading me to recreate Line Rider and have a fresh perspective on what’s possible. The tools at the time were difficult and tedious to use. The Making Of, Part 3: Rethinking Line RiderĪround 2010, I lost motivation to work on the project.
As for the rest of the chaos, some of the blobby curves reference the popular Line Rider style of smooth cartoon-like scenery, but otherwise I wanted to create the impression of glitched out reality, like a messed up dream/video game with objects intersecting in bizarre ways. I also wanted to subvert the trope of XY scenery by transitioning from XY to non-XY. I liked the idea of representing “gravity wells” (Line Rider physics bug used as a technique) as visible perturbations in the fabric (grid) of spacetime. One game featured this memorable scene where cyberspace mixed with real life. I didn’t actually play these games, I just watched my older brother play them. I took lots of inspiration from video games. While it was widely praised, my vision wasn’t complete, and I continued working on it sporadically.Įleven years later, after I reversed engineered and recreated Line Rider, after I developed as an artist and explored all types of creative mediums, I finally completed the project and even went beyond my original vision, reclaiming the project to tell a new story. Of course, I was too ambitious and settled with releasing an unfinished version of the track. In 2008, I set off to create the best track of all time, where I would demonstrate proficiency in every style of movement, create elaborate illustrations, and introduce new Line Rider ideas to the community. We wanted to make impressive tracks, whether it be with highly detailed illustrations or by exerting fine control over the rider’s movement. We were young, creative, and imaginative, but we also had something to prove. We gathered into a community and the Line Rider subculture was formed. It had an odd universal appeal, quickly propagating through the internet and reaching many other teens who were similarly captivated by this toy. I was immediately sucked into it, doing things like devising elaborate tracks for the rider to overcome, building worlds for the rider to explore, and manipulating the rider to perform stunts. I remember when I first discovered Line Rider, that Flash game from 2006 with the simple premise of drawing a track for a sledder to ride on.
I Spent 11 Years Working on This Line Rider Track