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 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.

It had an odd universal appeal, quickly propagating through the internet and reaching many other teens who were similarly captivated by this toy. We gathered into a community and the Line Rider subculture was formed. We were young, creative, and imaginative, but we also had something to prove. We wanted to make impressive tracks, whether it be with highly detailed illustrations or by exerting fine control over the rider’s movement.

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. Of course, I was too ambitious and settled with releasing an unfinished version of the track. While it was widely praised, my vision wasn’t complete, and I continued working on it sporadically.

Eleven 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.

I present to you, Omniverse II.

Documentation Overview

(If you prefer to watch a video explaining the background and significance of this project, my colleague Bevibel Harvey (aka Rabid Squirrel) created a great video essay about Omniverse II)

A lot has happened throughout the process of creating this track. I break down The Making Of into four periods:

  1. Olympic Puppetry
  2. World Building
  3. Rethinking Line Rider
  4. Execution and Reclamation

Following that, I share:

  1. Lessons on the Creative Process
  2. Lessons for Line Rider Artists

Estimated Hours Breakdown