Project · Escape rooms

Electronic puzzles for escape rooms: how we designed and built them

Conceptech designed and built electronic puzzles for escape rooms, with sensors, maglocks, light, sound and control designed to work game after game. Here is how, and how that work carries into our products and machines today.

The project at a glance

Industry
Escape rooms and interactive installations
Scope
Design and production of electronic puzzles and their controllers
Conceptech's role
Developer and builder: we designed, assembled and supplied the puzzles and controllers
Disciplines
Electronics, firmware, mechanics and the game GUI

Electronic puzzles

What electronic puzzles did we build?

These are the types of puzzle Conceptech designed and built for escape rooms, as a single puzzle or several for the same room. Clients we've worked with include Xcape and QuestiOn.

  • Maglocks and door releases

    Magnetic locks, solenoids and relays that opened when the puzzle was solved, wired safely to the controller.

  • Sensors and contacts

    Sensors that detected an object placed in position, a button pressed or something moved, as the basis of a puzzle.

  • Motion and orientation sensors

    Props that reacted to movement and orientation, with an IMU sensor and LEDs that showed the state of the puzzle.

  • Light, sound and effects

    LED dimming, light and sound effects triggered by the puzzle, and laser mazes.

  • Mechatronic, mechanical and pneumatic puzzles

    Cipher wheels, a Da Vinci-style cryptex, moving walls and pneumatic mechanisms.

  • A computer game as part of the room

    An on-screen game linked to props in the room, such as a slot machine with a lever and a token sensor, built in Unity or Qt.

  • Combined puzzles

    Puzzles in which we combined several of these: sensors, a mechanism, effects and a screen.

A puzzle we built

Cube Puzzle: an electronic escape room puzzle

An electronic escape-room puzzle: a cube with a motion sensor (IMU) that is solved by tilting it in the right order and directions. The cube is programmable; Conceptech developed, assembled and supplied it.1:04 · no sound · 4.1 MB
What the video shows

An aluminium-framed cube with coloured LED lighting, on a wooden surface and on a floor: its lit interior and an LED strip are visible, then close-ups of the controller board and wiring inside. On-screen labels: ergonomic and robust design, aluminium frame, fully programmable, 24+ hrs of battery life, RGB LED indication.

An aluminium-framed cube with a motion sensor (IMU), a controller board and coloured LED lighting inside. Players solve the puzzle by tilting the cube in the right order and directions, and the lighting shows the state of the puzzle. The cube is programmable.

The video shows the lit cube, then close-ups of the controller board and wiring inside. Conceptech developed, assembled and supplied it.

From our track record

Quest Controller: the puzzle board we designed

Conceptech designed the Quest Controller as a control board for escape-room puzzles and props, and for art installations. The principles we built into it still go into every controller we design today.

The board was based on an Arduino Nano, so it could be programmed with familiar tools. It brought together on one board what a typical puzzle needs:

  • MOSFET outputs for LED lighting and inductive loads such as maglocks, relays and solenoids.
  • An audio module with a memory card, for sound effects without a separate computer.
  • Opto-isolated inputs and outputs, for a safe connection to other equipment in the room.
  • Protection: resettable fuses, reverse-polarity protection, filtering and a solid ground plane against interference.

We take the same approach today when we design a controller for a product or a machine: a board built from the start for daily use, not a dev board with jumper wires, with protection designed into the first schematic. More on PCB and circuit board design.

Reliability

What we learned about reliability

An escape room puzzle runs several times a day, in front of players who pull, push and try everything. So we designed each puzzle to take that from the start.

  • Electrical protection: against over-current, short circuits, surges and noise, so a single fault doesn't take a puzzle down in the middle of a game.
  • Hidden, anchored cabling: cables players can't see or pull, and connectors that don't work loose.
  • Ergonomics: a puzzle that is comfortable for players and staff, with easy access to anything that needs resetting or replacing.
  • Testing in three stages: at assembly, at installation in the room and at handover, before the room opened to players.

We apply the same principles today to products and machines that work in front of users and operators. Firmware is part of reliability too: it has to behave the same way every time it runs, and return to a known state after a reset. Firmware development for controllers and products

From puzzle to today

Same engineering, today: puzzles to products and machines

The technology we built into puzzles is the same technology we develop today for products and plants.

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