REBOOT Erasmus+ KA220-HEDProject No. 2025-1-CY01-KA220-HED-000351980 Task 3.1.2PP5 SEALS
R

The
Ultimate
REBOOT
Game Manual

Concept guide — Stichting Eduagility

Game Features
Reboot Platform

01
01
Getting Started

Editing your game

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 →
02
02
Concept

content

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.

Nevertheless, you can download a PDF Reboot and watch the video tutorials ↓
03
at the heart of it

features

AI, JS, Python, and PHP. Your mission is to understand how this operates in your game design.

Platform logic

Reboot platform is a shared logic for transforming an idea into a playable, testable, and buildable experience.

04
Download

the toolkit

The blueprint document is a good starting point when logging in.

Download blueprint ↓
05
02
Build Your Game

games

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.

06
Structure

levels

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.

07
Avatars

characters

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.

08
Signature feature

levels to characters

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.

09
03
Engage Players

game points

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.

10
10
Oracle

game AI

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.

11
The reward

game diploma

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.

12
Command center

all of game

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.

13
04
Manage & Monitor

players

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.

14
Conversations

players AI

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.

15
15
Quite a piece of art

AI assistant

Experiment with three complexities — simple, plus, complex — and get introduced to JSON learning. It inputs your whole game directly into the REBOOT platform.

16
Due diligence

audita

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.

17
05
Tools

user control

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.

18
One click

see web

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 →
19
Media

upload

An easy way to upload all your media files — videos, photos, documents.

20
20
Image tools

file management

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.

tools
REBOOT / concept
“The platform plays the game. How to play your game is the most important part of the design.”

Start Building

Log in, download the blueprint, and design the interactions that turn heritage into play.

REBOOT · Erasmus+ KA220-HED
Project No. 2025-1-CY01-KA220-HED-000351980
Task 3.1.2 · PP5 SEALS

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.

From REBOOT_MANUAL_EN.docx

Part Two
Field-by-Field Reference

Every field in the platform editor, section by section — Games, Levels, Characters, Levels to Characters, Game Points, Game Diploma, and System Overviews and Tools.

Field-by-Field
Reference Index

21
06
Games

Name of the game

Write the game name exactly as you want it to appear in the game menu.

22
First impression

Introduction

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.”

23
Logline

Description

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.

24
Purpose

Game Goal

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.

25
Motivation

Game Reward

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.

26
Optional detail

More Information 1–4

Optional fields for background context, instructions, safety notes, accessibility info, or learning objectives. Leave a field empty and nothing appears in the game.

27
Assets

Media: photo and video

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.

28
Sequencing

Game Type

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.

29
Access

Game Mode

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.

30
Localization

Second Language

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.

31
Localization

Number of Languages

Choose 1 for English only, or 2 to include a second language. The platform displays flag icons for the languages selected.

32
Time limit

Level Playing Time

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.

33
Time limit

Game Time

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.

34
Time limit

Game Time Max

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.

35
Visibility

State: Active, Hidden, Closed

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.

36
Visibility

Pause Date

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.”

37
List position

Order

Defines where the game sits in the platform's game list. A lower number usually places it higher.

38
System field

Date

Assigned automatically by the system. Do not edit this field.

39
System field

Unique Key

Used by the system to identify and connect the game correctly. If changed, the game may disappear from the platform or stop working properly.

40
Advanced

Instance

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.

41
07
Levels

Game Levels

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.

42
Three kinds

Types of Levels

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.

43
Assignment

Game

Select the game this level belongs to. If several games are listed, choose the correct one before creating or editing the level.

44
Naming and media

Level Title and Media

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.

45
Coordinates

GPS Latitude

Decimal coordinates from Google Maps, no extra symbols, letters, or spaces. Example: 36.444023.

46
Coordinates

GPS Longitude

Decimal coordinates from Google Maps, no extra symbols, letters, or spaces. Example: 28.22827.

47
Character

Avatar Text

Describes the protagonist in this level — name, background, mission, personality, special abilities, or connection to the story.

48
Objective

Mission Text

What the protagonist must do in the level — the main challenge, objective, and obstacles, clearly enough for the player to understand what's required.

49
Interaction

Question

A multiple-choice question connected to the mission. Each answer option can be linked to points, checking understanding, decision-making, or observation.

50
Choices

Answers

Up to six answer options. Players earn points connected to the mission, challenge, or obstacle they're responding to.

51
Feedback

Answer Alerts

Pop-up messages after each answer — Answer Option 1 connects to Alert Box 1, and so on — used for feedback, clues, or consequences.

52
Scoring

Answer Points

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.

53
Pop-up video

Media Over Videos

A video shown as a pop-up before the player reaches the mission — to introduce it, give instructions, present a clue, or set atmosphere.

54
Pre-roll

Over Video Unique

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.

55
Placement

Info Position / Over Video Unique Placement

Choose where the video sits relative to the score — after, before, instead of the score, or instead of all score information.

56
Closing note

Info End

Information shown at the end of a level — a conclusion, clue, reflection, or transition into the next level.

57
Visibility

Level State

Active: visible and available. Hidden: saved but not shown to players. Closed: visible only if platform settings allow, but not open for play.

58
Sequence

Level Order

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.

59
Planning

Notes

Personal planning comments, reminders, technical remarks, or design decisions — for the creator, not part of the player-facing experience.

60
08
Characters Editor

Characters Editor

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.

61
Assignment

Game

Select the game where the character will be used. The game must be created first before its name appears in the list.

62
Identity

Name

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.

63
Assets

Media 1: Icon Image

Select the character's icon image from the DOCS tab. This image represents the character visually in the game.

64
Assets

Media 2: Character Video

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.

65
Profile block

Title Info 1

The title of the first information block — e.g. Special Ability, Call to Adventure, Character Mission, Core Values, Hidden Talent.

66
Profile block

Text Info 1

The content for Title Info 1 — role, strengths, or story connection. Example: “Ava is an expert at deciphering ancient scripts and codes.”

67
Profile block

Title Info 2

The title of the second information block, clearly describing the information that follows.

68
Profile block

Text Info 2

The content for Title Info 2 — world, role, challenges, values, motivations, or background story. Empty fields simply show nothing.

69
Profile block

More Information 3

An optional third block — background, personality, mission, strengths, weaknesses, clues, or story connections.

70
Profile block

More Information 4

An optional fourth block, useful when the character needs a richer profile or a story revealed gradually.

71
List position

Order

Defines the character's position in the list — a lower number places it higher.

72
Visibility

State

Active: visible and usable by players. Hidden: saved in the system but not visible — you can keep editing and activate it later.

73
09
Levels to Characters

Levels to Characters

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.

74
Assignment

Game

Choose the game where the Levels to Characters setting will be applied.

75
Assignment

Level

Choose the level this setting, content, or action connects to, so information reaches the correct part of the game.

76
10
Game Points

Game Points

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.”

77
Visibility

State

Active: visible and available in the game. Hidden: not visible to players, but saved and editable later.

78
11
Game Diploma

Game Diploma

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.

79
Configuration

Game Diploma Settings

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.

80
12
System Overviews and Tools

All Game Listings

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.

81
Player data

Players Editor

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.

82
Preview

See Web

Preview the game from the player's perspective, to test flow, missions, questions, images, videos, points, and rewards before sharing it.

83
Media

Upload

Add the files a game needs — images, videos, documents, diploma backgrounds, fonts — then select them from DOCS or connect them to specific fields.

84
Organization

File Management

Review and organize uploaded files, avoiding duplicates and keeping the correct media connected to the correct game, level, character, or diploma.

85
Quality control

Image Management

Organize and review images — correct format, file name, folder location, and visual quality. Use .jpg where required by the platform.

86
Streaming

Video Management

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.

87
Identity

Color Management

Define and adjust the visual colors used in the game interface, markers, and labels — keeping them consistent with the game's identity and readability.

Coming next

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 →