Project LR

Case Study πŸ† Ranked #1 Hall-style Event in Aug 2025 πŸ† Ranked #3 Hall-style Event in Sep 2025

Hall-style multi-team escape experience.

Credits β€” My role

  • Production lead (μ œμž‘μ΄μ§€νœ˜)
  • Structure & Script (ꡬ성/각본)
  • Text & Materials (ν…μŠ€νŠΈ/μžλ£Œμž‘μ„±)
  • Direction (μ—°μΆœ)

What I’m 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 β€œaha” intervals; text-first affordances reduce hint dependency; mixed experience levels can share one run without friction.

Design approach

  • Alternating beats.
    Shared moments ↔ 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.

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