
To let visitors of the exhibition get a glimpse of the atmosphere in the real escape room, the digital section was accompanied with period-correct beige computer equipment; CRT monitor included.

I was mainly responsible for designing and developing a digital prototype of the computer system you would use to receive and solve puzzles. Pictured is the virtual desktop with a video call with the chief of police giving the players instructions.
The narrative of the escape room revolves around a hacker infiltrating the digital systems of the police station. During the escape room, the systems will progressively glitch out more and more, putting on the pressure for the players.

The desktop went through different iterations. Shown are prototypes of differentclues the players had to use for solving puzzles.

As the exhbition was time- and space-restrained, we designed a short experience consisting of a 'vertical slice' of the narrative, puzzles and themes the players of the full escape room would encounter.

As the narrative was found to be a bit too scary for younger audiences, an alternative narrative was developed, with a friendlier digital environment to boot.
One of the central props of the escape room is a video wall consisting of six different-sized CRT televisions. Each screen has a networked Raspberry Pi that plays a designated part of a video file.