Dreams of Innovation
Our team designed an escape room that portrayed the life of Earl Bakken and illustrated how his creation of the first external battery-operated pacemaker was influenced by Mary Shelley's "Frankenstein."
Out of the 4 rooms, I was responsible of Room 3; overseeing the entire design and development process from story beats to prototyping.
I also contributed to the ideation phases of creating the overarching narrative, the final design document, and final presentation.
Sept - Dec 2023
Google Suite, Figma, Crafting Materials (e.g. paper, magnets)
Although the project remained theoretical, each room had a time limit of 15 minutes, contributing to an overall 1-hour escape room experience.
The team also had to consider the reset process.
Develop a family-friendly and educational escape room that encapsulates the essence of the museum and its exhibits.
Room 3 is set in Victor Frankenstein’s electricity laboratory filled with various electrical equipment. The room's environmental narrative guides players in solving puzzles to generate electricity using lightning, ultimately reviving Victor Frankenstein's monster in the previous room.
By completing the puzzles, players escape the room with knowledge that helps them in the final room. The room explores the origin of the first electrical battery as well as embarking on a literary journey through Mary Shelley’s “Frankenstein.”
*Details of the project are all intellectual property, including but not limited to storylines, characters, and gameplay mechanics, created by Abigail Alton, Simirit Dhillon, Quinn Phillips, & Yuki Xu.