
Can you tell us a little bit about yourself and how you got into playing Escape Simulator?
My alias is Duc, I’m 28 from the UK. During working hours, I’m an air traffic controller that dabbles in IT. Other interests include motorsport, photography, and laying down. The date is 16 Dec 2021 - Some friends and I had just finished Overcooked 2 and were looking for more co-op fun. We had completed some escape rooms in real life so Escape Simulator seemed like an ideal purchase. We binged through the developer's rooms in short order and dove into the community rooms. The unhealthy obsession continues to this day! I used to play a serious amount of Rocket League in my spare time. As of the time of writing, I’ve played 2467 hours of it. Steam tells me I haven’t played the game since Feb 2022 so escape sim has done pretty well to displace rocket league from my life.What inspired you to start designing rooms in the game?

Can you walk us through your process of creating a room? (you sketch on paper, what tools, how you start)
Whatever you think my creative process is, it is far less sophisticated than that! Rooms 3-8 were created around the same question. What interesting real-world environments can be feasibly created within the escape sim editor? I’ll crack open OneNote and brainstorm ideas with my partner. Before the model importer, skyboxes, and advanced lighting were added to the editor, outdoor environments were extremely challenging. I have an old experimental room where I probably spent 30 hours playing around with various props in the editor trying to get it to work. But it never saw the light of day due to the editors’ limitations. And these 30 hours aren’t me trying to develop puzzles or playing with logic. This is 30 hours of retexturing random props and rescaling them so that I can create whatever monstrosity it is I need for the environment to work. If there is a world record for the longest time spent rescaling a folded stack of clothes to turn it into a distant set of green hills, I am the record holder. Once I’ve got an environment with a nice-looking floor and established a new horizon, then I’ll start planning out the total playable area in the editor. I’ll grab the nearest envelope and a biro and sketch a very simple plan. That envelope will then sit on my desk for the next for weeks/months whilst I clumsily place props in the editor. Once the room is 60-70% physically assembled, then I will start thinking about adding puzzles. Generally speaking, the environment inspires the puzzles rather than the other way around. Now the editor has more tools, there are fewer limitations. The model importer being the big one. Fortunately, the days of using random props to create things are over! Most of my time is spent in Blender having a crack at modeling things. Imported models are the best way of getting the most performance out of a room, so long as the number of vertices and the texture sizes aren’t ridiculous.You were one of the winners during last year’s Build-A-Thon, for which you made a tiny room within only 48 hours. How was it to work under such pressure?

What are some of your favorite rooms you've created so far, and what makes them unique?

Aside from winning the Build-A-Thon, you also entered several other room-building contests. How does your room-building process differ when you’re creating for a contest as opposed to rooms that you are building in your ‘free time’?
Pure chaos. I’ve entered 3 contests and the 2 build-a-rooms were just madness. Creative direction is constantly changing. Entire ideas evaporating or appearing out of thin air due to necessity. I’d put this down to myself always wanting the scope of the rooms to be as large and impressive as possible. At first, 2 weeks feels like an eternity. “Oh yeah, I can get that done in a day. Oh that puzzle will be easy to sort the logic for.” Then you realise you’ve got 2 days left, nothing is ready, and the original concept is a husk of it’s former self. Great puzzle ideas get ditched because the time to properly execute them no longer exists. So yes. Chaos… But you better believe I’ll be doing the exact same thing in the next competition! In my free time, ideas can come and go naturally. Assets can be created slow-time and if something is a creative dead end, it doesn’t matter. What’s the rush? Ideas that turn out to not be fun or don’t make sense can be deleted and better ideas have the time to be developed and sculpted.Most of your rooms contain a lot of animations, visuals, and environments that exist outside of the puzzle room itself. How do you go about making these environments feel ‘alive’?

How do you come up with the themes and puzzles for your rooms?

What do you think are the key elements to creating a challenging yet enjoyable escape room?
In my crazy dreamworld, I like to believe that it’s possible to create a room that everyone plays and has a fun time with. This is not what happens. Everyone has different tastes. And that’s okay. The next best thing is to make a room that most players will enjoy. That room has a difficulty that is easy/moderate. It might be challenging, but it most certainly will not be hard. A good room should not require the player to be very smart. But a good room should leave the player feeling smart.What are some tips and tricks you can share with players who want to try their hand at designing rooms in Escape Simulator?

What are some lessons you’ve learned the hard way as a creator for Escape Simulator?
What I like isn’t always what the rest of the world likes. And that’s okay. A great example is found within my Build-a-room #2 submission, ‘The Virtual Prison’. In that room, there is a mini game which is essentially just basketball. There’s a little scoreboard and an announcer. I loved it. But this is Escape Simulator, not NBA 2k23. People hopped into that room and got frustrated that they were having to throw basketballs into a moving hoop. And I completely understand. This is a puzzle game after all, and I handed the player something that isn’t a puzzle. That room also contained a frogger rip-off. I’m now asking the player to do some ‘action/platforming’ in a puzzle game. I was hard on myself for months after this room was released due it’s less than favourable reception. It wasn’t until Dr_Poly played through the room on a stream that I decided to play it again myself… And I loved it! It sounds horribly narcissistic, but I had a great time throwing balls with an over exuberant announcer and dodging cars like an 80’s frog. It’s important for creators to understand that you should create what makes you happy. If you have fun playing it, there’s a good chance that most others are going to enjoy it too!Can you share any memorable experiences or funny stories that have happened while you were designing or playing your escape rooms?

What are some of the nicest reactions or interactions you’ve had with people who played one of your rooms?

"Duc I think you are the number 1 greatest 3d environment artist escape simulator has to offer and this is the number 1 most beautiful room in ES."
There was plenty of helpful constructive criticism in there as well but the above comment has always stuck with me.What do you feel has been your greatest ‘Escape Simulator accomplishment’ so far?
Pine choosing me for this!Are there any features you would like to see added to the room editor in future updates?
True 2D sprites. We have transparents which is incredible. (RIP Space sticker.) But a transparent that rotates itself to always face the player would be neat. Having more animation keyframes. The current workaround for fancy animations is to stack parented empties or whip out LUA. But it’s a bit cumbersome and certainly a roadblock for newer creators. More animation curves. Linear and smooth are good, but it is not enough for all purposes. For example: an object falling off a shelf and hitting the floor. I challenge someone to animate that in ES and make it look realistic. I know how I would do it and it would be such a pain to put together. Blender allows you to hold shift while interacting with an object to adjust it in finer increments. Having that in escape sim would change my life. And would save me needing to change the numeric values each time I want something lined up with something else. Having granular control over minute distances would be excellent. Stairs. Stairs. Please.Are there any other room designers in the game whose work you admire or draw inspiration from?
The creators that stand out are the ones that are doing things that nobody had done before them. Pioneers. Visionaries. The list is colossal. I believe there are least 20 creators whose rooms I’ve played and gone “Wow, what a fantastic idea!” Sadly, I didn’t write down every time that happened so apologies to those not listed. Cico: The OG pioneer. Those who have been playing workshop rooms from the very beginning will remember ‘A Pirates Legend.’ A Cico room which is no longer available today. However, it was the first true example of a very well executed outdoor environment. Before this, I had no idea the editor had the capability! If Cico hadn’t made that room, it’s a fair shout to say I probably wouldn’t have created 8 rooms by now. But this is surprising to no one. I’m certain every creator looks up to Cico in the same way as I do. Zesty: He showed the community that escape sim can be far more than just a series of connected rooms. Devilish Diorama was a fantastic idea fantastically executed. A feat unmatched until he brought out a sequel. The game design in these rooms is so intelligent and intuitive. The player is transported into the mesmerising world that Zesty has created. I’ve spent the past few months continuously pressing refresh on Zesty’s workshop page hoping for a 3rd installment. Any. Day. Now. Robin: In every Build-a-room competition I’ve entered, Robin has finished 1 place ahead of me. This is no accident. I remember playing those rooms and being overwhelmed with amazement. Immortal Canvas stands alongside the Hanging Gardens of Babylon and Machu Pichu. Absolute perfection in every regard and I have no idea how it was made. No doubt during my next room, I’ll be looking at Immortal Canvas and trying to capture a glimpse of its excellence. Shout-out to Spellbound. Franch: Because audio is vital to creating a complete game experience. INSIDE, The Bastet Cat, and This Way Up are all auditory treats! No creator has put as much dedication into sound as Franch. I’m hardly scratching the surface here. The community is rich with talent, and I would need a few thousand more words to give the credit where it is due.What are your future plans for designing rooms in Escape Simulator? Do you have any big projects in the works? ;)
I like to think that Under The Sea was a spiritual successor to Clockwork Inc. This next one is a spiritual successor to Under The Sea. It’s still early in development but the scope is very large. Far larger than Under The Sea.Do you often collaborate with other creators?
