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Designing The Player Start Area

The holding room is where the player starts. The room should provide clarity to the player about what’s happening in the game and enforce the idea of captivity and confinement. Everything in this room should immediately inform the player about the type of escape room experience this is.

To create the mood of the game, the room should feel creepy and dark. It has a number of rustic and broken looking props, a camera sits above the door to give the impression to the player that they are being watched. All these elements combined should evoke a sense of urgency and caution.

Each section of the escape room has a number of devices set up for two different reasons. One set of devices are meant to be interacted with when the player reaches that room. Other devices are meant to drop items after the player has completed a task elsewhere and causes the player to double back to collect the spawned items.

Devices used:

  • 1 x Cinematic Sequence
  • 1 x Hud Message
  • 1 x Conditional Button
  • 1 x Lock
  • 1 x Teleporter
  • 1 x Item Placer
  • 1 x Item Spawner

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    Last updated Feb 11, 2026
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    • urgency and caution.
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