Designing escape rooms

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Presentation transcript:

Designing escape rooms

Types of puzzles Finding things (e.g. hidden objects, ultra violet messages) Spatial puzzles (e.g. maps, co-ordinates, vectors, overlays) Physical puzzles (e.g. jigsaws, secret boxes, reaching inaccessible objects) Codes (e.g. Morse, semaphore, substitution cyphers, binary) Traditional puzzles (e.g. riddles, logic, word, maths) Spotting patterns (e.g. identifying sequences)

Puzzle design Considerations Make sure that puzzles are fair Is it obvious that they are puzzles that need to be solved? Is there a way that they can become unsolvable? Is it obvious when the correct solution is found and how to apply it? Make sure there is only one possible solution Use strategic red herrings Test, test, and test again

Designing a room (1) A room plan is invaluable Provide a balance of types and difficulties of puzzles Consider different types of lock Physical (padlocks, keys) Mechanical (magnets, weights, gears) Electronic (computer passwords) Options for communication between players and gamesmaster Clues delivered digitally (e.g. on a monitor) Walkie-talkie Phone An actual person

Designing a room (2) Challenge management How will you provide clues/hints? Will hints be given on request or when you think they’re needed? Will you limit the number of clues? Will you provide straight or cryptic clues? Clues and hints also need to be tested Make sure everything is safe Briefing and rules

Designing a room (3) Theme/narrative Secrets and surprises Setting the scene staging and props lighting and sound backstory The end game – how will you provide a satisfying finish?

Your mission Design a 30 minute escape game that can be used on open days to engage students with maths and computer science. Each group will need to produce: Room plan Description of each puzzle (name, type, difficulty, hints, answer) List of resources required Set-up plan