The Great Gatsby:

Escape Room

Role
Lead Unity Developer & Designer

Description
A VR-exclusive escape room inspired by F. Scott Fitzgerald’s The Great Gatsby. Players step onto Gatsby’s mansion patio, unlocking doors and uncovering story-driven puzzles (e.g., finding the “West Egg” key, opening Gatsby’s diary with DAISY’s name, wiring lights, and activating a gramophone) to ultimately place Gatsby’s journal under the iconic green light. The experience immerses students in the novel’s setting, characters, and symbolic themes.

Purpose
Created as an interactive literature supplement, this escape room brings The Great Gatsby to life by allowing students to engage with the novel’s iconic motifs (the green light, the East/West Eggs divide, Daisy’s significance) through hands-on puzzles and immersive VR environments. It aims to reinforce comprehension, foster engagement with the text’s symbols, and spark curiosity about its deeper meanings.

Key Responsibilities

  • Puzzle Design & Implementation: Translated novel-inspired concepts into interactive VR challenges (e.g., “West Egg” key puzzle, 5-letter DAISY lock, fruit-wire color matching).
  • VR Environment Building: Modeled the mansion’s porch, interior rooms, and final library or sitting room with the iconic green light.
  • Narrative Integration: Wove in references to key themes—Daisy’s flowers, Gatsby’s parties, the green light—ensuring each puzzle felt true to the novel.
  • Audio/Visual Effects: Integrated jazz-era music, voice prompts, and celebratory FX (confetti) for puzzle completion cues.
  • User Experience Flow: Balanced puzzle complexity, hint pacing, and final “victory” scene timing for a smooth, rewarding experience.

Tech Stack

  • Game Engine: Unity (C#)
  • VR Integration: Oculus or similar VR SDK
  • Version Control: Git, GitHub
  • Audio Tools: Voiceover recordings, jazz music integration

Design Tools

  • Figma (for puzzle flowcharts and UI mockups)
  • Blender or Maya (creating mansion architecture, puzzle props, and decorative assets)
  • Photoshop (texture design for items like the Easter-egg style containers, lock graphics, etc.)

Platform(s)

  • VR Headsets only

Core Mechanics / Features

  • Key & Lock Puzzles: Example: a decorative egg basket with compass directions, matching “West Egg” to find the mansion key.
  • Name Lock: A heart-etched journal secured by a five-letter alpha lock, solved by identifying Daisy’s flowers.
  • Party Setup: Gather fruit crates and wire them correctly to turn on twinkle lights, referencing Gatsby’s lavish parties.
  • Record & Music Puzzle: A sequence-based lights clue (5-2-1-4) to select the correct numbered record, triggering jazz music.
  • Green Light Finale: Place Gatsby’s journal near the fabled green light outside the window to lay his ghost to rest.

Accessibility

  • VR Controller Inputs: Comprehensive tutorial at the start (manipulating eggs, moving around).
  • Clear Puzzle Prompts: Visual cues (colored wires, glowing items) and optional text overlays for clarity.
  • Audio Feedback: Sound effects and brief voice lines for puzzle progression, benefiting users with reading challenges.

Challenges Faced

  • Maintaining Novel Authenticity: Adapting literary symbols (green light, Daisy) into interactive puzzles without losing depth.
  • Balancing Puzzle Complexity: Ensuring that students unfamiliar with escape rooms can still progress while those who enjoy puzzles remain challenged.
  • VR Performance: Rendering a large, detailed mansion environment with interactable items at a stable framerate.
  • Guiding Players: Providing enough hints so they grasp the story references but not so many that puzzle-solving becomes trivial.

Solutions

  • Symbolic Puzzles: Linked each major puzzle to a core symbol or plot element from The Great Gatsby (e.g., West Egg, Daisy’s flowers, green light) to reinforce literary themes.
  • Adaptive Hints: Subtle on-screen instructions or glimmers on key objects that appear after a set interval, maintaining puzzle flow.
  • Optimized Environments: Used baked lighting and LOD (Level of Detail) techniques in Unity to keep frame rates stable in VR.
  • Narrative Pacing: Ordered puzzles so new clues appear sequentially, guiding students from the patio to the final library scene without confusion.

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