1960's Escape Room
Interactive Game
Interactive Game
RESPONSIBILITIES: Designer & Developer
SKILLS: eLearning Development, Graphic Design, Audio and Video editing, Game Mechanics Design
TOOLS USED: Articulate Storyline, Adobe Illustrator, Google Docs
PURPOSE: Professional Development / Portfolio Project
YEAR: 2023
In search of a fun and interactive way to sharpen my technical development and creativity, I decided to create a virtual escape room. My goal was to hone my skills in Articulate Storyline and Adobe Illustrator while designing an engaging and challenging activity that had potential to be adapted as a gamified learning experience.
I designed and developed a 1960s-themed virtual escape room that invites users to explore, solve clues, and discover a 10-digit code to open the door and "escape." The game's flexibility makes it endlessly customizable for various audiences and themes, creating opportunities for engaging learning or team-building experiences.
I started off by brainstorming the storyline, 1960s aesthetic, and basic mechanics of the escape room. Using Adobe Illustrator, I designed and built the "room" and its features, isolating and customizing elements from vector files or drawing elements to align with the theme. Use the arrows to scroll through a few examples.
To ensure a cohesive and logical flow, I used a detailed planning document to map out the hints, clues, and dependencies required for gameplay. Each puzzle was carefully designed to challenge users while providing an intuitive experience. Use the arrows to scroll and see more of the planning document.
I built the escape room using Articulate Storyline, leveraging complex variables, triggers, layers, and states. Manipulating audio, video, and graphic elements, I created immersive clues that captured the 1960s vibe. Extensive testing and trial-and-error refined the mechanics and flow of the game.
This interaction is only active if the correct album is selected on a different layer (based on a clue found elsewhere in the room). If the correct album is selected, the record player can be turned on and the stylus must be placed on the record to hear the song clue.
The player must dial the phone number in the correct order to hear an audio clue. This required a complex series of Storyline triggers and variables to function correctly.
If the player has collected the television remote from the room, they can use it to turn on the TV and watch the video clip, which contains another clue.
This is the most complicated series of clues in the game: First, the player counts the number of each color of candy in a drawer and look out of a window and notes the standing order of the four lawn gnomes. Then, they use that combination to open a locked drawer that contains a cipher. Finally, they use that cipher on a book page to see the letters that give them the word they need to continue.
As the player pieces together the clues, they are figuring out the combination to the door code in order to escape. This slide contains a very complex series of layers, states, variables, and triggers for each wheel value. This is the only way to access the "win" screen.
Do you think you can solve the mysteries of the room? Explore the finished product and see how all of these elements came together by visiting the link below.
While I created this game in my free time to stretch my Storyline and graphic design skills, I couldn't let a fun game go to waste once I had finished it! I therefore floated the idea of playing it as a team building experience at an upcoming training team meeting. Our director and I coordinated to set it up, and we were off to the races! Participants collaborated on smaller sub-teams virtually to solve clues and uncover the unlock code.
It was a hit! I was able to see the game in action and fine tune the difficulty level and some common snags that arose to ensure a smoother player experience in the future. My colleagues were also able to provide me with valuable feedback to enhance the game play and impact in future iterations.
Technical Mastery: Developing the escape room stretched my proficiency with Articulate Storyline, particularly in managing a large number of triggers and complex dependencies while ensuring logical gameplay.
Creative Growth: I honed my visual design skills, customizing images in Adobe Illustrator to create a cohesive 1960s aesthetic.
Problem-Solving: Designing logical and engaging puzzles reinforced my ability to think strategically and plan effectively.
This project demonstrated the potential for gamified learning experiences and opened doors for creating custom-themed escape rooms for other use cases if the puzzles and gameplay were linked to more content-focused learning objectives.
For example, the Sales team has expressed interest in adapting the concept for new hire onboarding with a custom company-themed escape room in which participants were uncovering and engaging with new hire information.
I’m excited to apply lessons learned to future projects, further refining my skills and creating even more impactful and engaging games.