01/06/25 – Reflection: Enhancing Presentation and Interactivity
🎮 Progress: Game Adjustments and Thematic Refinements
Today was a day of small but important progress toward refining the 30-minute escape room experience. Here's what changed:
🧩 Prime Number Game: Now More Intriguing
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Removed the explicit instructions about prime numbers.
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Players now must deduce which numbers cause their score to increase and which cause it to decrease.
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Goal: Add a layer of mystery and pressure, rather than spelling it out.
This change should make the experience more engaging, though I'll need to test for accessibility—it might end up being too confusing for some groups.
🎨 Visuals: Upgrading Text Panels
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Standard Immersive software text boxes felt dull and blurry due to projection misalignment.
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Solution: Custom text panels:
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Created visually engaging slides in PowerPoint and AI-edited images.
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Imported as full images rather than layering text, ensuring clarity.
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Consistent hexagon-themed design to match the rest of the experience.
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This process gives more design control but is definitely more time-consuming.
🎙️ Narration Integration
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Began adding narration over intros and outros:
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Helps accessibility.
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Avoids reliance on hard-to-read projections.
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Workflow frustration: Phone records in incompatible formats.
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Current workaround: Record voice notes → Import into iMovie → Export as MP3.
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Goal: Find a voice recorder that exports directly to MP3 to save time.
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🕹️ Mini-Game: "The Sum of All Fears"
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The prime number splat game now has:
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A moving red background (exported from Keynote as an MP4 for higher quality).
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A fun, thematic new title to make it feel less dry.
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Still struggling with the padding feature—objects move outside their set bounds, breaking the visual effect. Ongoing.
🤖 Red Herrings and Easter Eggs
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Added:
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Fake "Top Secret Escape Clues" book—a blank scrolling time-waster.
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Jurassic Park "You didn't say the magic word" screen—a fun distraction.
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New whiteboard mechanic:
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Players must find and select the board eraser before they can reveal the sum.
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Introduced a pop-up prop (eraser icon) during wiping.
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These tweaks add interactivity and humour, even if they don't contribute directly to puzzle solving.
🧠 Theme Consolidation: Tron Influence
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Shifting more of the visuals and background videos to match a Tron-like aesthetic:
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Blue/cyan neon grids
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Futuristic, game-world vibes
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Considering swapping out the Rocky steps clip for Tron gameplay footage to align thematically with the hexagon challenges and Tron soundtrack.
🔊 Sound Effects and Voice Lines
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Added individual audio cues for item finds (e.g., "You found my vape!").
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Planning for:
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Victory sounds per challenge
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Mocking voiceovers from "students" for immersion
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Possibly narration for questions—though cautious not to overload the experience.
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🛠️ Remaining Challenges
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Hotspot alignment:
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Recent changes may have thrown off hotspot placement.
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Will require another manual recalibration—tedious but essential.
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Splat Game Scoring:
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Still haven't cracked how to lock players into the splat game until a score threshold is met or displayed.
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Facilitator behaviour:
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Need to stay out of the room during future tests to avoid unintentionally coaching players.
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✅ Summary of Key Developments
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✔ Improved presentation with custom text/image panels
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✔ Introduced more thematic consistency (Tron aesthetic)
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✔ Added fun Easter eggs and distractions
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✔ Added real-time audio cues for actions
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✔ Improved splat game visuals and theme
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🚧 Voice recording workflow still clunky
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🚧 Hotspot alignment still pending
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🚧 Need to test score-locking for splat game
💭 Personal Reflection
The workload is becoming intense—Sunday or not, there's a growing backlog of tasks. Progress feels real, but the time commitment is heavy. Still, it's exciting to see the escape room getting closer to a professional, immersive experience.
Next time, I need to:
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Focus on testing without interference.
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Finalise all audio.
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Iron out the last technical wrinkles.
Images Created for the Experience

Splat Game Intro

AI created image for a red herring

What they participants can find on a shelf
More Images

This is now on a shelf and has to be selected before the board can be cleaned

This now appears as a prop when wiping the board

This has been added to the English quiz section to remove the locks from the questions they've answered wrong more than once
ATOM Functions for above

Click here and start typing. Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium.

Click here and start typing. Illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo nemo enim ipsam voluptatem.

Click here and start typing. Magnam aliquam quaerat voluptatem ut enim ad minima veniam quis nostrum exercitationem ullam corporis.
Problems Log
Splat game lacks clear instructions
No direct instruction on scoring prime numbers; players have to figure it out
Removed direct instruction to create intrigue; observing player reactions will determine if further clarification is needed
Player testing, escape room design principles
Game balancing and player engagement research
Makes the game more challenging and engaging
01-06-25
In Progress
LO5
Text overlays hard to read due to projection misalignment
Text blurry due to misaligned projectors; difficult to read on large wall
Moved text into designed image backgrounds using AI + PowerPoint, adding narration
Testing readability; trial & error
Presentation design techniques
Ensures better readability and keeps aesthetic quality
01-06-25
In Progress
LO4
Audio recording file formats incompatible
Phone voice recordings incompatible with immersive software
Workaround: record in voice notes, import to iMovie, export as MP3
File format troubleshooting
Basic audio formatting workflows
Ensures audio can be uploaded into system
01-06-25
In Progress
LO5
Padding feature on splat game not working
Splat icons move outside set parameters despite padding settings
No current solution; considering contacting Immersive support or alternative layout strategy
Trial & error; Freshdesk manuals
Technical standards for gamification
Still unresolved, plan to investigate further
01-06-25
In Progress
LO4
Need for immersive red herrings
Wanted to add distractions and false clues to enhance game complexity
Added AI-created 'fake clues' (e.g., blank escape book, Jurassic Park 'magic word' gag)
Escape room gamification methods
Game design best practices for engagement
Keeps players engaged and misdirected
01-06-25
01-06-25
LO5
Physical interactivity in whiteboard wipe
Needed players to interact more naturally with props
Created a hidden hotspot requiring selection of a board eraser before wipe is possible; added animated props
Gamification design ideas
Immersive props features
Encourages physical interaction and realism
01-06-25
01-06-25
LO4
PowerPoint screen recording low quality
Needed a higher-quality moving background for games
Shifted to using Keynote for video export as MP4 for better quality
Alternative software trial (Keynote)
Visual presentation best practices
Provides smoother, higher quality animations
01-06-25
01-06-25
LO4
Lack of atmospheric consistency
Tron theme partial but not consistent across puzzles
Expanded Tron theme visuals and music across all games
Thematic alignment observations
Theme consistency for immersion
Creates a cohesive and immersive experience
01-06-25
In Progress
LO3
Too much instructor intervention in playtests
Being present in tests caused unconscious guidance to players
Plan to remove self from the room during future tests
Observations of player behaviour
Escape room playtesting standards
Ensures unbiased testing and genuine player feedback
01-06-25
In Progress
LO5
Leaving splat game too easily
Unclear how to gate exit based on achieving a minimum score
Investigating how to lock exit until target score is reached
Review of immersive software documentation
Gamification exit mechanics
Maintains game structure and challenge integrity
01-06-25
In Progress
LO5
Inconsistent visual style for game hotspots
Purple question marks out of sync with Tron theme
Plan to redesign with blue Tron-style icons or 'light discs'
Theme analysis and user feedback
Aesthetic coherence in UX design
Enhances visual consistency and professionalism
01-06-25
In Progress
LO3
Need for narration and sound feedback
Rooms felt too flat and quiet during testing
Adding narration and sound effects to actions and game triggers
Playtest feedback; immersion research
Audio reinforcement best practices
Increases immersion and engagement
01-06-25
In Progress
LO5
Hotspot misalignment due to wall shifting
Hotspots not lining up after wall template adjustments
Plan to rely more on invisible hotspots not tied to background position
Testing different layout strategies
Projection mapping guides
Stabilizes gameplay experience
01-06-25
In Progress
LO4