Concept and Design

“The Kids Room” was conceptualized as a virtual escape room where young players, equipped with VR headsets, would navigate a vibrantly designed digital recreation of a child’s bedroom. Unlike traditional escape rooms, the focus was not on time pressure or complex riddles, but rather on encouraging exploration and rewarding curiosity. The room was filled with interactive objects and puzzles that responded to the player’s actions, prompting them to experiment and think creatively.

Challenges and Solutions

One of the main challenges was designing an experience that was both stimulating and accessible for a younger audience. To address this, the puzzles were designed to be intuitive and engaging, relying on visual cues and playful interactions rather than complex logic or abstract thinking. Additionally, the virtual environment was crafted to be welcoming and familiar, resembling a typical child’s room, albeit with a fantastical twist.

Technology and Implementation

The escape room was developed using VR technology, allowing for a high degree of immersion and interactivity. The player’s movements and actions within the virtual environment were tracked and translated into real-time feedback, creating a seamless and engaging experience. The use of VR also allowed for the incorporation of dynamic elements and special effects, further enhancing the sense of wonder and excitement.

Impact and Results

Children who experienced the escape room reportedly found it to be highly engaging and enjoyable, and many demonstrated increased curiosity and problem-solving skills as they navigated the virtual environment. The project also served as a valuable demonstration of the potential of VR technology to create immersive and educational experiences for children.

Children waited nearly 30 minutes to play their part in a 5 minute long game.

Group experience with the class audience is great for Escape Room VR because the audience can actively participate and help the kid.

Solo experiences are not the only way to play escape room. The real fun starts with the multiuser scenario.

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  • Our stand was an instant hit. Our visitors came back in following days bringing their friends.

    Sebastian Gojdz. Director of the Brussels Westpomeranian Region office.

  • Thanks to this project, the Academy gained increased interest.

    Magdalena Małachowska. Director of the Center for Creative Industries. Academy of Art in Szczecin

  • Our audience, including the top management at the headquarters, was captivated by this production.

    Thomas Buras, General Manager DHL EXPRESS