IsomeRoom Game Design
Escape the room-style games require a lot of flexible planning. Paper prototyping was used to brainstorm initial puzzles and test playability, before ultimately refining learning goals and prioritizing key game aspects to help achieve learning objectives. A high fidelity wireframe and click-through experience were created to test final puzzle logic before the game was built in Unity.
A simple paper prototype was created to brainstorm puzzle ideas and sequences, timelines, and interactions. At this stage, the process is all about getting ideas down on paper and bringing the fundamental story of the game to life. Being able to easily move objects, draw in new puzzles, toss out old ideas and map out interactive sequences is key in the early stages of game design, and is why I favor paper prototyping early on.
The prototype is updated as the story becomes more refined and teammates provide feedback and additional ideas. Still, at this stage, maintaining a flexible, visual, and tactile working style is key. Ideas are still changing, kinks are being worked out, and the storyline is taking shape. At this point, most puzzle sequences are becoming finalized and will appear in the final game.
Final level design
Illustrator, Adobe XD
The final level design is a blueprint for the game's storyline, puzzle sequences, and all interactions. At this stage, the game is already fully designed. From here, asset developers know what assets to model, and programmers have a full list of all interactions to code.
This final level design was mocked up using Illustrator and Adobe XD. Click the button below for a link to a published point-and-click version of Escape the IsomeRoom.