PROBLEM-FIRST GAME DESIGN
Doing random tasks without knowing the result isn’t interesting game design. Give me a problem, and let me figure out the solution. Give me something to work towards. Present me with the lock before you give me the key.
Escape Rooms or: How I Learned to Stop Worrying and Love the Roleplay
Stop solving puzzles and start having fun.
How to Build Scotland’s Best Escape Room for Less Than £2k.
We built the Murder of Max Sinclair on a shoe-string budget. Here’s how.
CURRENT POPULAR THING: DESIGNING A FALLOUT ESCAPE ROOM
How would you design a Fallout-themed escape room? Here’s how I’d do it.
Radio Nowhere’s Three Design Pillars
A look at the 3 main rules we followed for Radio Nowhere’s design.
The Problem With Escape Rooms is That They Have Puzzles
Stop theming puzzle boxes and start gamifying adventures.
Radio Nowhere Development Diary
A walk through of the development process of Radio Nowhere, the new escape room by Case Closed.