AQUA

ESCAPE GAME

A leak has cracked open into an old aquarium and the building is rapidly filling with water, you need to find an escape before time runs out otherwise you will drown!

The game is relatively similar to an escape room where the user’s main objective is to find the correct route to avoid the confines of the aquarium. Through the completion of puzzles and exploring the surrounding space, the user will have to navigate through the complexities of each room with the inclusion of the rapidly rising water levels.

aavs-logo_100px

AAVS MELBOURNE
New Paper III // 2021

UNIT 3 
Architecture As Level Design: The Lighthouse
TUTORS: Allison Crank &
Raphael Penasa for TygerTyger

STUDENT 
Lachlan Bresson

Untitled-7

Context

PUZZLE ESCAPE ROOM

The game follows the route of 5 coloured core levels which the user must complete in order to escape and reach the centre of the aquarium. Throughout each space, there is a door that connects to the proceeding room and requires the player to complete a puzzle or explore and find particular objects in order to open the door.

 

REACH THE CENTRE OF THE AQUARIUM BEFORE IT'S TOO LATE!

User Journey

RACE AGAINST THE RISING WATER

Along the journey the user will come across several unique challenges all while being pressured by the time extents of the rising water. The progression of comfort unravels as the user extends their journey through the aquarium, developing an awareness for the sense of time and urgency unfolding.


Untitled-3
Untitled-6

Core Values

ARCHITECTURE OF URGENCY

The portrayal of urgency within the architecture all contribute to the users experience and challenge players of all abilities to try and complete the game. The sloped ceiling’s and claustraphobic spaces all provide a unique experience that drives players to explore and become efficient with the mechanics of each space. The transitions in lighting and volume of space change during the later stages of the game formulate the challenge of escaping. The harder the space becomes to maneuvre, the closer the player is to reaching the end.

Mechanics

SWIMMING IN VR

The primarily used mechanic involves the player having to manoeuvre through each room whilst swimming. The rationale behind this mechanic allows a player to remain stationary in reality however move limitless in any direction whilst in the game. The inclusion of swimming as the primary movement allows the player to circulate the space unlike most other VR games and allows them to move faster in relation to the constraints of time.

Untitled-8
Untitled-9

Gallery

Floating water as a boundary, like a mirror, refracts and reflects light, the overall colours of the scene are blue, purple and light red which are intriguing and comfortable. And the environment will change with time, so players can experience the beauty, romance and mystery produced by the interaction of water and light in different periods of time. Plus the music effect is also warm and soft.

OUTCOMES


ARCHIVES


tyty-logo-temp-1