Client

Outside the Box Escape Rooms

Date

2023–2024

Role

Creative Technology · Interactive Systems Architecture · Experience Design

With

Lewis Gunter, creative lead
Matt Ricks
Electrical engineering interns and additional project contributors

Overview

Outside the Box began with an idea from creative lead Lewis Gunter: build a largely automated escape room inside a shipping container. The room is called Orion V.

Lewis and Self Similar were the core two-person team. We led the technical architecture and integration, and because the team was two people, we had a hand in most of the rest too: puzzle design, software, electronics, fabrication, testing.

The goal was one connected room rather than a collection of electronic puzzles. The technology had to run the experience, respond to players, and fully reset itself between groups without ever pulling guests out of the story.

Exterior of a black shipping container with gold TEM globe logo and white text reading ESCAPE ROOM INSIDE, parked outside a building with a colorful mural above Wide interior view of the spaceship set with a padded chair, an octagonal window screen, illustrated wall panel, and glowing control panel reading ORION-V AUTOPILOT
Left: the room's physical home, a single shipping container. Right: the Orion V interior.

One Connected Experience

Each puzzle managed its own inputs, outputs, and logic while communicating with a central TouchDesigner system. That system tracked the state of the game and coordinated lighting, audio, screens, vibration effects, hints, puzzle availability, transitions, and resets.

OSC messaging connected separate PCs, Raspberry Pis, microcontrollers, and game applications. An action in one part of the room could trigger events anywhere else, so the whole room behaved as one system.

Close-up of a black control panel labeled ORION-V AUTOPILOT with lit AZ/EL/LY digital readouts in red, green and yellow, three rotary dials, a red button, and a player's hand adjusting a dial
The Orion V autopilot panel: custom electronics, seven-segment readouts and physical dials.

Technology Hidden in the Props

Many of the interactions used sensors and software hidden inside physical props.

A microphone concealed inside an instrument listened for the correct note during a music puzzle. Another challenge used computer vision to check whether players had positioned physical objects correctly with a robotic arm. Other puzzles incorporated pressure sensing, capacitive buttons, conductive contacts, physical dials, custom lighting, and vibration.

The room was full of technology, but players mainly encountered objects that responded naturally within the story.

Close-up of a tongue drum (steel handpan-style percussion instrument) with hand-painted glyphs in each note slot: a skull, a rover, a crescent moon, a rocket, a UFO, and others, lit in dim blue light A vintage-style microphone mounted on a stand inside a recessed black alcove, set against an illustrated sci-fi mural wall
The music puzzle: a tongue drum marked with glyphs, and the microphone concealed in an alcove that listened for the right note.

A Personalized Introduction

Each group received a custom introduction based on the team name submitted with its booking. Language and speech-generation tools created a playful roast of the name and inserted it into the otherwise prerecorded sequence.

The room appeared to address the players personally, giving every group a different opening without requiring staff to create it manually.

Designed for Daily Operation

The system also needed to be reliable and practical for staff. It included automatic startup routines, scheduled restarts, room-wide resets, heartbeat signals, diagnostic views, remote access, and game-master controls.

Later tools handled hints, game timing, statistics, and photo management. That operational layer is what turned a working prototype into an attraction that runs every day and can be supported remotely.

A small robotic arm inside a lit white chamber with colored geometric objects (red cylinder, green cube, blue gem, white shape) on a circular platform, controlled by a joystick and colored arcade buttons in the foreground with a player's finger on one button
The robotic-arm challenge. Players positioned objects with a joystick while computer vision checked the result.

Technical Specifications

Venue
Escape room built inside a shipping container
Show control
Central TouchDesigner system tracking game state and coordinating lighting, audio, screens, vibration, hints, puzzle availability, transitions and resets
Devices
Networked PCs · Raspberry Pi · Arduino microcontrollers
Messaging
OSC between PCs, Raspberry Pis, microcontrollers and game applications
Computer vision
OpenCV, object positioning checks with a robotic arm
Audio & language
Concealed microphone note detection · GPT API and speech recognition for personalized intros
Physical computing
Addressable LEDs · pressure sensing · capacitive buttons · conductive contacts · physical dials · vibration · custom electronics
Scripting
Python
Operations
Automatic startup, scheduled restarts, room-wide resets, heartbeat signals, diagnostics, remote access, game-master controls
Run
2023–2024

More From the Room

What Else Is Possible

Concept, interaction design, hardware, software, fabrication, show control: on this project we led all of it as one build, from early prototypes through opening. The same holds for a museum exhibit, a branded activation, or any themed room where a physical action needs a coordinated response from the whole space.

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