Paradise Casino
Role: Lead Designer (my pitch was chosen!)
High Concept
Retrieve stolen information from an illegal casino: Paradise Casino
Story
There is an illegal casino on campus that trades chips in exchange for students' personal information.
Your Mission: as secret agents, find a secret computer that stores all the stolen information and plug in the USB given before your mission.
The Experience
1.Waiting Room: Recruit Waiting Room
Brief pre show from the lead secret agent; informing guests their tasks. plug in the USB into the central computer
2. Room #1: Security Room
gain access to the Paradise Casino
3. Room #2: Paradise Casino
Solve puzzles to open a safe that stores a central computer (puzzles included both physical and mental ones)
4. Self Destruction Countdown (Plot Twist)
You were fooled by Paradise Casino. They have been waiting for you, the secret agents, and are about to destroy the Casino.
The MAKING of Paradise Casino
INITIAL DEVELOPMENT
I love semi-diegetic stories... it's more immersive when a story exist as part of your life!
So, my main question was
How can I make a story centric escape room that blends in with the university setting?
A Casino! but it's veryyy fishy... they trade personal information in exchange for chips! BECAUSE, a lot of students need to pay for their tuition, and gambling may be one of the ways. Isn't this a fun story?
Problem: Why is there puzzles everywhere in Paradise Casino and why do they lead to the central computer so easily?
(A lot of escape rooms, even well themed ones, can not quite diegetically explain the existence of the puzzles, so I wanted to solve that issue!)
I wanted to explain that diegetically! Under my design, EVERYTHING has to make sense under the story!
That's where the Computer Countdown idea came in!
Story: The puzzles were all baits made by Paradise Casino itself to lead the secret agents (guests) to the final countdown and death.
HOW: CLEAR infodumping with subs AND Lound Alarm and Lights Flickering
PROJECT PROCESS
My pitch was chosen!
Sub Teams (Puzzle 1, 2, 3, 4, 5, Narrative, Decor, Graphics, Marketing) - Weekly Meeting for each team
Design Team Meeting: everyone gathers once a week to share their progress and ensure the same creative intent
Prototyping puzzles, props, and videos
2+ playtesting sessions before opening