To edit your game you need a login — only the administrator of the REBOOT platform can provide you with one.
Log in to the editor →A full concept guide to understand the game platform — but first you need to design your game. The platform plays the game, and how to play your game is the most important part of the design concept. What to write on each feature is described in the platform.
AI, JS, Python, and PHP. Your mission is to understand how this operates in your game design.
Reboot platform is a shared logic for transforming an idea into a playable, testable, and buildable experience.
The blueprint document is a good starting point when logging in.
Once registered, there's no limit to the games you can create. The AI assistant helps you decide on content and inserts data directly into the platform — but it always requires human interface design. UI and UX are a serious game.
The games have levels — how many depends on your story. Each level delivers interactions, forces the player to make decisions, gives rewards or not, and defines what moves the player forward. Story and plot combine through three kinds of levels.
Any design, anime, real or fictional. In Erudita we create fictional characters and use HeyGen to tell the story. If characters talk, they interact with you in real time — an innovation using AI.
Most games let every player follow the same plot. REBOOT lets you decide what part of the story each character knows — generating rich human conversation that isn't part of your original script.
Self-determination theory: you play, you progress, you achieve. Points tie to categories — 20 points: Admiral of the Fleet — or to percentage of story known: 80%, you are almost there.
An Oracle AI agent you can place in any level. Players ask questions, you collect data for analysis. But you must build a dataset for the Oracle — she knows everything, yet the game content can't be revealed. Define the restrictions.
Players played hard — they deserve a diploma. REBOOT delivers it automatically, or design your own fancy digital diploma to match the story. Make the effort; design it.
All is All — the full list of your games: levels, characters, points, players. Includes a QR code straight to the game. Control everything at first sight.
An internal tool monitors every player, in every game. Characters, levels, dates, ending levels, score, state, and more — run automatically behind the scenes. Nothing for you to build.
Every character's conversation with the AI agent, logged for you. Runs behind your game automatically — this data helps you improve your design after the prototype.
Experiment with three complexities — simple, plus, complex — and get introduced to JSON learning. It inputs your whole game directly into the REBOOT platform.
A female name — it means an audit of your game. It reviews everything and shows what's missing. Tip: once ready, run another audit on territory, heritage, distance and time between players. Gaps identification.
Your game plays and lives on the player's phone. Direct access from your phone to manage the game — thrilling access, once you have the login.
The name speaks for itself: click, and it takes you straight to your live game. Never was it easier to see what you're designing.
ivetagr.org/erudita →An easy way to upload all your media files — videos, photos, documents.
You can use any tool you're familiar with to create your media content — but just in case, the platform offers a few of its own.
“The platform plays the game. How to play your game is the most important part of the design.”
Log in, download the blueprint, and design the interactions that turn heritage into play.
The elements may be common; the configuration is distinctive. A timer, reward, character, level or rule can create very different outcomes depending on when it appears, what behaviour it encourages, how the game responds and what meaning the player gives it.
Every field in the platform editor, section by section — Games, Levels, Characters, Levels to Characters, Game Points, Game Diploma, and System Overviews and Tools.
Write the game name exactly as you want it to appear in the game menu.
A short intro, about two lines, since it appears next to the game icon. Example: “The Grand Master was murdered, the Ottomans besieged Rhodes, and the knights faced 16 challenges in less than a week.”
One compact paragraph presenting the main character, the plot, and the inciting incident. A good logline tests whether the game is attractive, understandable, and strong enough to engage players.
What the player is expected to achieve — simple, like reaching the end or collecting points, or deeper, like understanding a social issue or making ethical choices. It guides the player's actions and gives meaning to the experience.
What the player gains during or after play — points, badges, levels, titles, objects, a new role, or a meaningful learning experience. Rewards can appear mid-journey or at the end.
Optional fields for background context, instructions, safety notes, accessibility info, or learning objectives. Leave a field empty and nothing appears in the game.
Select images via the DOCS tab. Use .jpg only — GIFs aren't supported. An image and its linked video must share the same file name and folder, only the extension changes.
Fixed order means players complete levels in sequence. User type lets players access any level freely. Game Type organizes the levels; Game Mode defines the conditions for playing them.
GPS Mode geolocates the player — missions unlock only near the objective, inside the game territory. Free Mode plays from anywhere. GPS Free Mode shows the map without geolocating, and should be used on a mobile phone.
English is mandatory for every game. Add a second language and the translation table shows two columns — English on the left, the second language on the right.
Choose 1 for English only, or 2 to include a second language. The platform displays flag icons for the languages selected.
How long a player can stay in a specific level. If time runs out, it's Game Over and the player restarts from Level 1. No limit means no time pressure at level scale.
The total time available to complete the whole game. Running out means Game Over; finishing within the limit unlocks the final reward and access to game data.
The maximum time a player can keep a character or avatar active, preventing inactive players from blocking it. Avatars can be released or reassigned in System Management.
Hidden: under development, players can't see it. Active: visible and available to play. Closed: visible in the list but not open — players see it but can't enter.
Used when the game status is Closed, to tell players when it will return. Example: “The game is paused. We will return at 10:30.”
Defines where the game sits in the platform's game list. A lower number usually places it higher.
Assigned automatically by the system. Do not edit this field.
Used by the system to identify and connect the game correctly. If changed, the game may disappear from the platform or stop working properly.
Only needed if the platform requires separate versions or sessions of the same game. Otherwise leave the default value — normally managed by the administrator or game owner.
Create, delete, or duplicate a level, then edit it to explain what happens in that part of the game and what the player must do. Type, ID, and Link are generated automatically by the platform.
Level with Points: a standard playable level where the player earns points. Intersection Level: a connection point creating different paths or branches. Hidden Intersection Level: the same, but invisible to the player.
Select the game this level belongs to. If several games are listed, choose the correct one before creating or editing the level.
Name the level clearly. Add an image via the DOCS tab, or a Vimeo video using the exact player URL format: https://player.vimeo.com/video/VIDEO-CODE.
Decimal coordinates from Google Maps, no extra symbols, letters, or spaces. Example: 36.444023.
Decimal coordinates from Google Maps, no extra symbols, letters, or spaces. Example: 28.22827.
Describes the protagonist in this level — name, background, mission, personality, special abilities, or connection to the story.
What the protagonist must do in the level — the main challenge, objective, and obstacles, clearly enough for the player to understand what's required.
A multiple-choice question connected to the mission. Each answer option can be linked to points, checking understanding, decision-making, or observation.
Up to six answer options. Players earn points connected to the mission, challenge, or obstacle they're responding to.
Pop-up messages after each answer — Answer Option 1 connects to Alert Box 1, and so on — used for feedback, clues, or consequences.
Points per answer, comma-separated in order. Example: 3,1,2. Vary the highest score's position across levels to keep the game less predictable.
A video shown as a pop-up before the player reaches the mission — to introduce it, give instructions, present a clue, or set atmosphere.
Shows a video before the mission, like an ad. Always On plays every visit; Once Viewed plays only the first time; Only as a Button requires a player click.
Choose where the video sits relative to the score — after, before, instead of the score, or instead of all score information.
Information shown at the end of a level — a conclusion, clue, reflection, or transition into the next level.
Active: visible and available. Hidden: saved but not shown to players. Closed: visible only if platform settings allow, but not open for play.
The sequence in which levels appear and, in a fixed structure, the order players progress through them. Controls rhythm and difficulty curve — a lower number appears earlier.
Personal planning comments, reminders, technical remarks, or design decisions — for the creator, not part of the player-facing experience.
Create, edit, and manage the characters or avatars players can choose. Each has a name, image, video, description, and additional information, helping players adopt a role and enter the story.
Select the game where the character will be used. The game must be created first before its name appears in the list.
Any name that fits the story — historical figure, guide, explorer, detective, scientist, artist, local hero. Create one character per simultaneous player; several characters increase immersion.
Select the character's icon image from the DOCS tab. This image represents the character visually in the game.
Any video, including AI-generated. Recommended under 30 seconds and under 6MB, though up to 50MB is accepted. Image and video must share the same file name in the same folder — e.g. LordVader.mp4 and LordVader.jpg.
The title of the first information block — e.g. Special Ability, Call to Adventure, Character Mission, Core Values, Hidden Talent.
The content for Title Info 1 — role, strengths, or story connection. Example: “Ava is an expert at deciphering ancient scripts and codes.”
The title of the second information block, clearly describing the information that follows.
The content for Title Info 2 — world, role, challenges, values, motivations, or background story. Empty fields simply show nothing.
An optional third block — background, personality, mission, strengths, weaknesses, clues, or story connections.
An optional fourth block, useful when the character needs a richer profile or a story revealed gradually.
Defines the character's position in the list — a lower number places it higher.
Active: visible and usable by players. Hidden: saved in the system but not visible — you can keep editing and activate it later.
Assign different parts of the story, plot, or game information to specific characters, so each receives a different journey — the same game world seen from different points of view. Can involve real stakeholders like museums, libraries, or schools.
Choose the game where the Levels to Characters setting will be applied.
Choose the level this setting, content, or action connects to, so information reaches the correct part of the game.
Connects player points to the ranks, roles, or categories they can achieve. Each reward level needs a Title, Number of Points, and Description, plus an optional image. Example: “3 Points – Novice Explorer; 10 Points – Expert Archaeologist.”
Active: visible and available in the game. Hidden: not visible to players, but saved and editable later.
Generated automatically when the game is completed, using the player's avatar name — or their personal name if registered that way. May include points, rank, or category as the final certificate of achievement.
Set the Game, Name of Diploma, Background Image and Font TTF (both selected from DOCS), and Color HEX without the # symbol. Data for Info controls position, size, and alignment of the printed text — don't change it without understanding the layout structure.
An automatic overview of every game — information, levels, characters, points and ranks, players, scores, states, and diploma access. Player states include Playing, Finished, or Game Over.
View all data connected to each player — progress, completed levels, score, avatar, and state. Use it to spot patterns, tune difficulty, refine questions, and improve engagement.
Preview the game from the player's perspective, to test flow, missions, questions, images, videos, points, and rewards before sharing it.
Add the files a game needs — images, videos, documents, diploma backgrounds, fonts — then select them from DOCS or connect them to specific fields.
Review and organize uploaded files, avoiding duplicates and keeping the correct media connected to the correct game, level, character, or diploma.
Organize and review images — correct format, file name, folder location, and visual quality. Use .jpg where required by the platform.
Manage videos connected to the game. For large files, streaming from Vimeo or YouTube is often more efficient than hosting directly on the platform server.
Define and adjust the visual colors used in the game interface, markers, and labels — keeping them consistent with the game's identity and readability.
This manual will be updated with new features like AI Co-partners. Other coded APIs are in development.
Download the Game Platform Manual. Activate the link: T_3.1.2-Game-Platform-Manual.pdf →