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DYSTOPIA

Year : 2022
Category : Spatial Gameplay & LBE
DYSTOPIA
Game Design & LBE In-Situ Scenography Unity Engine (C# Runtime) Show Control (DMX / Art-Net) 10,000+ Visitors IoT & Socket.io Shock-Resistant 3D Printing Sound Design & Light Steering Studio Crafteke 100 m² (Brussels)

Dystopia: Cyberpunk Escape Game & Immersive Scenography (100 m²)

Location: Brussels  |  Area: 100 m²  |  Studio: Crafteke  |  Co-creation: Pierre-Henri Wibaut  |  Role: Unity Technical Direction, Game Design, Show Control, Construction & Sound Design


Complete design, structural renovation, and full engineering of a 100 m² cyberpunk immersive experience in Brussels, produced with studio Crafteke. Built as a real-life video game, the installation is powered by a custom Unity (C#) runtime architecture synchronizing physical props, spatial sound design, and real-time phygital light steering.

+10,000
Visitors Hosted
< 1%
Unity Crash Rate
< 5 min
Room Reset Time
98%
Completion Rate

Le Soir (Geeko) - "A Cyberpunk Escape Room in Brussels"
Bruxelles Secrète - full experience review
EscapeGame.fr - listing & player reviews

Recognition & Reviews

TERPECA Badge
INTERNATIONAL NOMINATION

Top Escape Rooms Project Nominee

TERPECA Phase 1 Nominee, three years running (2023-2025). Voted by the international escape room enthusiast community.

View TERPECA Nomination →
EscapeGame.fr Badge

EscapeGame.fr

5/5 - leading French-speaking escape room media outlet.

Read the review →
★★★★★
Google

4.9 / 5 · 391 reviews

See Google Reviews →

Video Highlights

Game Design: Real-Life Video Game Mechanics

The experience translates core video game design principles directly into a physical environment tailored for 1 to 6 players:

  • Zero padlocks, zero mechanical keys: Complete elimination of passive searching and traditional lockboxes in favor of active electronic props, custom interfaces, and diegetic puzzles.
  • Lore-integrated hint system: Guidance systems are embedded seamlessly within the narrative world without breaking immersion (no out-of-world displays or explicit Game Master interruptions).
  • Fail-safe automatic Bypass system: Hidden fallback logic enabling automated or remote puzzle bypasses during bottlenecks, maintaining a consistent 98% completion rate within the strict 60-minute window.
  • Instant visual and audio feedback: Every successful interaction triggers immediate, synchronized real-world responses (lighting pulses, sound cues) mirroring action-adventure game mechanics.

Light Steering, Acoustic Design & In-Situ Scenography

  • In-Situ Scenography & Structural Engineering: Complex architectural setup inside former historical ammunition storage vaults. The project required structural masonry and wall demolition to create the layout, moving far beyond basic drywall setups.
  • Spatial Guidance via Light Steering: Dynamic DMX lighting serves as the primary player steering tool. Brightness gradients and color shifts naturally direct player focus and physical movement across objectives.
  • Sound Design & Acoustic Atmosphere: Complete soundscape composition heightening dramatic tension while providing temporal and spatial cues throughout puzzle solving phases.

Engineering, System Reliability & LBE Operations (Crafteke)

1. Central Unity (C#) Engine & Monitoring System

Intent: Ensure uninterrupted automated operations across thousands of public gaming sessions.
Solution: Deployed a central host application in Unity (C#) acting as a master server over Socket.io. The system monitors prop statuses in real time, maintains a crash rate under 1%, and provides full operational control to the Game Master.

2. Dynamic Light & Sound Show Control (DMX / Art-Net)

Intent: Deliver instant environmental changes synchronized with real-time gameplay logic.
Solution: Built a custom Show Control driver in Art-Net/DMX interfaced directly with Unity to trigger reactive lighting sequences, alarms, and victory climaxes based on player inputs.

3. Shock-Resistant 3D Printing & Sub-5-Minute Reset

Intent: Design durable physical interfaces built for intense public handling while maximizing daily booking throughput.
Solution: Prototyped custom 3D-printed enclosures engineered specifically for high impact resistance. Physical and virtual room resets were streamlined to complete in under 5 minutes between player groups.

Project Credits

Conceived, constructed, and engineered with studio Crafteke (co-created with Pierre-Henri Wibaut).

One Build, Every Hat

The building and the installation were built from A to Z by the same small team: a single day on site could go from soldering iron and code at the workshop, to jackhammer for structural work, to installation and calibration on site.