20/04/25 – Reflection & Design Progress

20/04/2025

Yesterday I continued developing the plot and refining some of the puzzle elements. While it doesn't feel like major progress, I did get a few new ideas that are helping things come together—albeit slowly.

🧠 New Ideas and Interactive Elements

One promising development is the idea of incorporating a classroom setting into one of the rooms. It could act as a physical representation of where the protagonist (Holbrook) once delivered lessons. This might be an engaging way to layer in educational strategies and add realism to the world-building.

Another idea: using QR codes on keys in each room to simulate communication with "the handler" from the agency. Players would scan the QR code to receive a video message, creating the illusion of checking in. This would add a layer of interactivity and narrative cohesion throughout the mission, which feels like a step in the right direction.

🧩 Puzzle Refinement & Technical Workarounds

I've been struggling with the Lexicon Crossword—I tried using puzzle generators online, but everything just ends up looking like a generic word search. I may have to shift to a physical approach: printing out and assembling components by hand to better control layout and quality. Working digitally through Word or puzzle apps just isn't producing something I'm happy with.

On the video editing front, I discovered a useful workaround: I now build layered visuals in Keynote, export them as video files, and then drop them into iMovie for final editing and soundtrack work. This gives me more control over image movement, transitions, and background removal than iMovie alone allows. It's a much more efficient hybrid workflow than I expected.

📚 Research Update

I finished Empire of Normality and have moved on to It's Not a Bloody Trend, which offers great insight into ADHD medication approaches, particularly the contrast between UK and US practices. This context is helping me inject more nuance and depth into the narrative and content around diagnosis, medication, and public perception.

😓 Creative Fatigue and Motivation Dip

I'll admit—my motivation has taken a hit. Part of me is beginning to worry that this project won't ever actually launch. The scale has grown so much, and the structure has shifted significantly since the original concept. It's overwhelming.

That said, I know I've created a lot—it just lacks clear structure right now. I need to move from ideas to implementation, which means asking for help. That's not a failure—it's just a new phase.

🔑 Gamification Elements & Physical Clues

Some of the previously built puzzles from the old version may now be repurposed to unlock content—for example, solving a puzzle to trigger access to new parts of the immersive experience. That's helped me think in terms of escape room logic rather than just narrative.

  • The blacklight pen and spiral map still work really well as a directional mechanic.

  • The Alice in Wonderland hollow book also fits thematically and practically.

  • I'm considering creating fake college ID badges as part of the scavenger hunt—complete with subtle clues like room names or embedded messages replacing the college values on the back. This adds real-world texture and institutional immersion.

🔄 Making It Collaborative

One major thing I need to solve: ensuring that in group sessions, every participant has something to do. I don't want five people standing around watching one person lead everything.

Possible roles:

  • Puzzle Solver: Handles crosswords or logic games

  • Archivist: Photographs and documents findings (with a tablet)

  • Linguist: Deciphers coded or hidden messages

  • Technician: Operates interactive tech

  • Handler Liaison: Manages QR/code interactions

Assigning light roles should help keep engagement high and simulate real escape room dynamics.

📋 Next Steps

  • Continue refining the mission intro video with Keynote + iMovie combo

  • Piece together the QR code handler check-ins and test video triggers

  • Finalize layout of at least one complete room with working clues, props, and transitions

  • Assign participant roles to support team collaboration

  • Revisit safeguarding and psychological safety protocols, particularly for overwhelming sensory spaces

  • Consolidate notes into the Acts spreadsheet, which is currently my best tool for maintaining overall plot structure

I don't think there's a simple, linear way to build this—but I can start building rooms and filling them in, piece by piece. It'll be messy, but it'll move.

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