"We like to think of the online game as the demo for the retail versions."
Line Rider began as a school project by a Slovenian University student named Bostjan Cadez. But after going online, first at deviantart.com, the game achieved something much bigger. "Once [Bostjan Cadez] put it up, it started to generate a huge grassroots following," said Chris Keenan, Producer and Lead Designer of Line Rider 2: Unbound. "Since it's such a unique and addictive game, it quickly grabbed attention from media and other fans. I saw my roommates playing it one night and got hooked immediately. The next day the entire office was playing it.
"Our CEO, Brian Fargo, saw this and wondered ‘what is this game that's taken down the productivity of the entire office?' He immediately saw that it would translate perfectly to systems like the Wii and DS and spoke with Bostjan the same day about putting it on the consoles. After a week, he came back and told us to start writing design documents on it."
Why all the attention? Why is everyone so excited about one school project? Keenan explains: "The idea behind Line Rider is very simple. You use the tools available to draw lines that the rider will follow based on physics.
The first mode is edit where you craft your track or story. Then you press play and based on physics, the rider will take off down your creation. Since there are virtually no rules, there are minimal limits to the types of play that you can have with it. A few talented fans began to create actual stories out of these tracks and put them on YouTube set to music. After that, Line Rider blew up and thousands upon thousands of tracks were shared."