Digital and Social Media Escape Room
This project was conceived at the height of the initial COVID-19 shutdown. It was an idea to bring entertainment to guests and players at home. This ran as a two part experience that used sets and props from both Alcatraz Escape Games locations in Utah.
The game's focal point was a Wizarding World on the verge of War with the Dark Wizard. These stories were modified from a Hollywood franchise to offer a popular setting due to the popular nature of their physical rooms.
The experience was developed and mapped using a branching method to create multiple options, discoveries and endings. Our want was for our guests and players to have as much control and choice in the game without being present.
Another pride moment on this project was to bring it onto social media for character interaction and unique narrative moments. A way to network everyone into the same experience while gathering player data.
The game's focal point was a Wizarding World on the verge of War with the Dark Wizard. These stories were modified from a Hollywood franchise to offer a popular setting due to the popular nature of their physical rooms.
The experience was developed and mapped using a branching method to create multiple options, discoveries and endings. Our want was for our guests and players to have as much control and choice in the game without being present.
Another pride moment on this project was to bring it onto social media for character interaction and unique narrative moments. A way to network everyone into the same experience while gathering player data.
Escape Room: Action Pack
This project was designed for a local escape room. It was meant to take the edge off it's room offerings. The focus on three smaller experiences was a great introductory moment for guests to pay for one of the three bigger experiences on the property.
Using the same method of mapping out a story for a Hollywood blockbuster script we utilized scripting and beat mapping to help realize the story of each experience. We wanted them to feel like more than escape rooms. By using an input and output method we could see how puzzles could slide into place and work with our story and flow.
The blueprinting was done by Josh Van Wagoner who has had experience drafting concept art. By using the a fore mentioned documents we were able to show the flow of how this could work visually in the space we wanted to utilize.
Our focus on three smaller experiences was meant to provide an introductory moment for guests to get excited about investing time and money into participating in one of the three bigger experiences that was housed at this location.
The documents below are the project management and pre-production documents that led us to finishing the pitch and conception of this project. Our goal here is to showcase our creative, organizational and follow through ability on escape room oriented projects. The documents shared below aren't the complete documents we possess. These are just a demo of what those complete documents look like.
Using the same method of mapping out a story for a Hollywood blockbuster script we utilized scripting and beat mapping to help realize the story of each experience. We wanted them to feel like more than escape rooms. By using an input and output method we could see how puzzles could slide into place and work with our story and flow.
The blueprinting was done by Josh Van Wagoner who has had experience drafting concept art. By using the a fore mentioned documents we were able to show the flow of how this could work visually in the space we wanted to utilize.
Our focus on three smaller experiences was meant to provide an introductory moment for guests to get excited about investing time and money into participating in one of the three bigger experiences that was housed at this location.
The documents below are the project management and pre-production documents that led us to finishing the pitch and conception of this project. Our goal here is to showcase our creative, organizational and follow through ability on escape room oriented projects. The documents shared below aren't the complete documents we possess. These are just a demo of what those complete documents look like.
#COUNTDOWN: Social Media Escape Room
An Instagram focused escape room created in 2016. This project was Developed for Mystery Escape Room LLC in Salt Lake City and St. George Utah. Utilizing the functionality of the social media platform, I was able to turn a panoramic picture into a point and click grid. This created a way in which viewers can search for clues and solve puzzle.
A landing page was developed to house the main puzzles and introduce the experience. The game itself is played off Instagram, a provided link on the landing page easily connects users.
See the experience here: bit.ly/cdgame
A landing page was developed to house the main puzzles and introduce the experience. The game itself is played off Instagram, a provided link on the landing page easily connects users.
See the experience here: bit.ly/cdgame
Physical setup and trailhead for the experience
Pride Prejudice and Zombies: The Escape Room
Working with Warner Brothers, we were given the permissions to create and build part of the Pride Prejudice and Zombies world as an escape room. This was meant as a large promotion piece for the movie that was to be released the fall of 2015.
Our focus on this project was allowing guests to step into Mr. Darcy's hunting lodge. This wasn't a feature that was in the novel or the film. However, given the period, we believed this is something that he would have had for leisure and escape. Warner Brother's was intrigued by the take and agreed to allow us to move forward. The story focused around Mr. Darcy's secret project to capture and cure the undead. He was working with the lodge's caretaker Elias Carver. However, an accident happened and Elias was turned by their captured zombie test subject right before making an important breakthrough.
Our participants took on the identity of friends and acquaintances of Mr. Darcy who were sent by him to help Elias and seek refuge in his lodge. Upon arriving they discover the disaster and have to secure the lodge while trying to figure out what Elias knew. Along the way, they discover that Mr. Darcy and Elias were in communication with Charles Darwin. He had created for them an early and alternative version of Origin of the Species geared toward the undead. With the help of that research, the participants had to keep the lodge fortified and find a cure for the undead.
It was an awesome opportunity that then opened a favorable friendship with Warner Brothers for further projects.
Our focus on this project was allowing guests to step into Mr. Darcy's hunting lodge. This wasn't a feature that was in the novel or the film. However, given the period, we believed this is something that he would have had for leisure and escape. Warner Brother's was intrigued by the take and agreed to allow us to move forward. The story focused around Mr. Darcy's secret project to capture and cure the undead. He was working with the lodge's caretaker Elias Carver. However, an accident happened and Elias was turned by their captured zombie test subject right before making an important breakthrough.
Our participants took on the identity of friends and acquaintances of Mr. Darcy who were sent by him to help Elias and seek refuge in his lodge. Upon arriving they discover the disaster and have to secure the lodge while trying to figure out what Elias knew. Along the way, they discover that Mr. Darcy and Elias were in communication with Charles Darwin. He had created for them an early and alternative version of Origin of the Species geared toward the undead. With the help of that research, the participants had to keep the lodge fortified and find a cure for the undead.
It was an awesome opportunity that then opened a favorable friendship with Warner Brothers for further projects.
Space Simulated Mission: Dark Cauldron
A four hour Halloween experience that led space adventurers to a weirder and more twisted part of the universe.
The participants in this mission received a distress call from a ship that has been missing for ten years. After investigating they were thrown into strange events involving technology made to look like black magic. After encountering a dark coven of witches in space, the crew is able to barely escape. However, they suddenly find themselves back where they began as if the whole experience is restarted. They are contacted by command who are frantic to get their attention to let them know that they were silent and hadn't moved for four hours.
This was an opportunity to really weave a classic style ghost story into a futuristic setting. Me and my team pulled this off in a week and were able to run it for the whole Halloween season of 2013. It became so popular it put the company in the black for that month.
The participants in this mission received a distress call from a ship that has been missing for ten years. After investigating they were thrown into strange events involving technology made to look like black magic. After encountering a dark coven of witches in space, the crew is able to barely escape. However, they suddenly find themselves back where they began as if the whole experience is restarted. They are contacted by command who are frantic to get their attention to let them know that they were silent and hadn't moved for four hours.
This was an opportunity to really weave a classic style ghost story into a futuristic setting. Me and my team pulled this off in a week and were able to run it for the whole Halloween season of 2013. It became so popular it put the company in the black for that month.
Space Simulated Mission: The Rise
To boost the excitement and fan following at the Discover Space Center, I co-wrote and produced with Brett Warner a space simulated mission that lasted 18 hours. Throughout the process we logged and mapped every minute of story. We custom built story pieces in to accommodate guest choice and ran it working as backstage managers to ensure the continuous 18 hours flowed. It was such a big success that we ran the event several more times. It helped us fully introduce the universe to our growing fan base. For it's time, it was the longest running event in the space adventure simulation industry. This experience was held in January 2013.