Holding Area
4. Holding Area
The holding room is where the player starts. The room should provide clarity to the player about whats 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.
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.
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.

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