Case Study π Ranked #1 Hall-style Event in Aug 2025 π Ranked #3 Hall-style Event in Sep 2025
Hall-style multi-team escape experience.
Credits β My role
- Production lead (μ μμ΄μ§ν)
- Structure & Script (ꡬμ±/κ°λ³Έ)
- Text & Materials (ν μ€νΈ/μλ£μμ±)
- Direction (μ°μΆ)
What Iβm focused on
- Text-first information design.
Briefing sheets, table cards, and hints use a clear hierarchy (header β key line β support), short sentences, and action-oriented microcopy so the next action happens as you read. - Narrative scaffolding.
Tie motivation to simple beats (foreshadow β discovery β pivot β resolution) while keeping exposition minimal. - Props.
Each prop affords one obvious action; optional labels/icons appear only where ambiguity may stall progress. - Dual-audience balance.
First-timers progress confidently; experienced players can find optional side beats without blocking the main route. - Checkpoint cadence.
Plan visit counts, order, and timing windows so groups meet each beat with the right readiness.
Problem & working hypotheses
Deliver a public, time-boxed experience that scales to many simultaneous groups.
Hypotheses: steady checkpoint cadence yields reliable βahaβ intervals; text-first affordances reduce hint dependency; mixed experience levels can share one run without friction.
Design approach
- Alternating beats.
Shared moments β table-local problem solving for rhythm and clarity. - Checkpoint planning.
Anchor checkpoints carry core story/progression; optional side beats add depth but never gate the main path. - Microcopy tiers.
Hints in three tiers (nudge β direction β specific) to encourage self-realization before explicit guidance. - Guardrails.
Minimize rule exceptions to reinforce core mechanics through the story.