Heist! At the Cantor
Game Designers: Alahji Barry, Cathy Zhang, Jialin Zhuo, Ji Hong Ni, and Kathleen Yuan
Artist’s Statement
Heist! At the Cantor is an escape room puzzle hunt game that blends the fantasy of narrative and satisfaction of fellowship while leveraging the beauty, utility, and imagination of Stanford art installations and destinations. In the game, you and your team are the “chosen ones.” Your mission? Carry out a $13 million dollar art heist of Cantor Center’s Lhuyen Ke. Begin by meeting a Cantor security plant, who will set you off with the portrait itself on a thrilling escape of puzzles and activities across Stanford’s art campus. Team up to explore the famed Rodin Sculpture Garden, scrutinize the crevices of Andy Goldsworthy’s Stone River, and appreciate Richard Serra’s engineering masterpiece Sequence—in just thirty minutes, can you find the mysterious location where the handler is waiting for you and successfully accomplish the heist without being caught by Cantor security? As game designers and as “Cantor’s top-notch security team,” we carefully designed a series of puzzles, a set of mechanics, and a narrative storyboard. By encouraging collaboration to tackle challenges, leveraging existing Stanford space in a new light, and designing a gripping and cohesive narrative environment, Heist! At the Cantor creates an experience for groups that is uniquely spatial, immersive, and rewarding. |
Target Audience
Our game is perfect for anyone who enjoys both scavenger hunts and escape rooms, as it contains elements of both. In addition, our puzzles play into an overall story of completing the art heist mission, making the game great for gamers who appreciate deducing stories and completing spatial challenges. Narrative and fellowship are the two key aspects of our escape room that we seek to evoke. Our target demographic is folks who enjoy being outside, as our escape room takes place in several locations and requires a significant amount of walking. Our game is for players who are of middle school age and above or anyone who can read and count. |
Core Concepts
Formal Elements
We designed our game with the Formal Elements guiding our intended aesthetics of fun. Here is an outline of our decisions for the Formal Elements.
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Aesthetics of Fun
Fellowship: A major tenet of our game is collaboration. Many of our puzzles encouraged teamwork. Rodin and Stone River could be completed by a single person or a team moving together at once; however, especially with the time pressure, players would find it more efficient to split up and come back together, reinforcing the collaborative nature of our game. Furthermore, our Sequence puzzle required a pair. The two players, with separate devices, had to each scan a QR code simultaneously, and these QR codes were placed far from each other in a symmetric manner.
Narrative: The art heist narrative piece of our game is what ties together the puzzles in a cohesive manner, and likewise, many of our mechanics are tied together by the narrative. We wanted players to feel like they were “actually” on the run, stealing an expensive art piece from Cantor, and attempting to meet a mysterious handler. See the Narrative section of this blog post for an extensive discussion of the narrative component of our game. We also touch on Discovery, empowering players to explore and discover the Stanford campus art locations and art installations; Challenge, offering a balanced amount of difficulty in the puzzles alongside an added time pressure; and Fantasy, because while we strive to make our narrative as real and immersive as possible, ultimately this art heist is a form of fun, movie-Esque fantasy for the players. |
Game Architecture
Our game’s main interaction loop revolves around solving an individual puzzle at an art installation. After solving the puzzle, the players should be identifying or receive a passcode that they can test on a physical combination lock, which serves as feedback for the players to know whether they successfully solved the puzzle or not. If they indeed solved the puzzle correctly and thereby successfully opened a locked box, the players will know where the next location of the game is. The players repeat this interaction loop until they identify the final location. The arc of the game follows this development, as players continue to progress and piece together the map and McMurtry picture, which is when they can signify to the handler that they have accomplished all steps of the mission by meeting the handler themself at the final location. |
Narrative: The interwoven nature of the narrative, space, puzzles, and interaction in the game makes the overall experience immersive. The narrative element as stated before is based on an art heist around the Stanford Cantor area. With the handler maintaining constant, mysterious communication with the players, this layer of obscurity moves the story along. The game itself also creates an immersive experience since it interacts directly with the Cantor art center space, which highly accentuates the art heist objective. Here are specific ways we coupled mechanics and the narrative:
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Space: In regards to our game’s usage of space, we planned an escape narrative that brought players around Cantor, outdoor sculptures, and McMurtry. One of our initial design approaches was to create puzzles based on public art installations and their physical features to increase players’ immersive in the space. For example, the Rodin Garden puzzle had players inspecting each sculpture to identify which had information that the others did not. Clues to Stone River’s puzzle were taped into the crevices of the piece for players to find, and Sequence’s symmetry led to simultaneous interaction. Solving each puzzle, therefore, required players to scatter around the installation and occasionally reconvene. Then, we linked each puzzle together with a specific route around the area that followed the narrative of meeting the handler, and players had to figure out how to navigate using a map we provided in segments. By using several locations in the “art district” of campus, we used the map to encourage player exploration. As our playtester, Peter critiqued: “Of particular fascination to me is how space, even that I was relatively familiar with, could change so dramatically in the context of a game.” We strongly aligned with the “space” theme of this project and believe our use of space, embedded with our puzzles and the escape narrative, is the most defining and unique aspect of our game. |
Game Onboarding: Prior to the start of the game, we collected the phone numbers of the players that are planning to play our game. Then, at the beginning of the game, the handler sends a very cryptic task to meet their assistant, the crooked security guard, in front of the Cantor. This sets off the game’s ominous tone and mysterious energy that we want the players to feel. When the players arrive in front of the Cantor, the crooked security will go through the list of rules (Day of Schedule), which the handler also sends for accessibility purposes later. |
Puzzles: As designers, we made sure to seamlessly integrate the objects at our chosen locations into our puzzles, leveraging the physical space to make the game an immersive and realistic experience for the players. One of the most insightful pieces of feedback we got from our first on-site playtest was to ensure that our puzzles were purposeful, in that the tasks that the players had to complete had a connection to the location and, equally as importantly, to our narrative. In terms of the difficulty levels of our puzzles, we made sure that it was reasonable through playtesting and that difficulty terraced upward throughout the game. The first puzzle we made was relatively easy, as we wanted players to start off the game feeling motivated and confident in their abilities to complete the heist. However, subsequent puzzles were more challenging as they required critical thinking, problem-solving, and visual awareness. As the game developers, we acknowledged our own biases and our perception of the difficulty of the various puzzles, which is why we implemented a self-service and thus adaptive hint system where players can communicate with the handler via text for any assistance. By requesting a hint for a particular puzzle, players would get a series of progressively more detailed information to help them become self-sufficient once again and be able to solve the puzzle. |
Game Progression: To move the game along, we implemented the role of the handler to provide the moving pieces as the players complete each puzzle. At the beginning of each puzzle, the handler sends a blurb about the puzzle/location which also provides a small hint about how to solve the riddle at the station. After solving the puzzle, the players also unlock a piece of the map that guides them to the next puzzle area, and the back of this paper piece is also a part of a McMurtry rooftop picture, which signifies the final destination. The handler sends encouraging messages to maintain communication (see the Final Playtest Script for exact text messages). We also imposed a time limit that the handler will send to the players to force them to move faster before the clock runs out. |
Justification of Design Elements and Choices
Main Design Elements:
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Visual and Auditory Choices: From playtesting, we improved the sensory experience of our game by incorporating as many physical components as possible such as an annotated map of Cantor that had to be puzzled back together and combination locks on various colored and sized boxes containing new information. Our early playtesters preferred this to text-only interaction as it felt more interactive through tactile problem-solving. We chose a pop-art and collage design for our game’s promotional image and kept extra items or stimuli to a minimum during the puzzles in order to keep attention drawn to each puzzle’s unique location. When we needed extra props, we themed them to the puzzle location. For example, Stone River’s message slips have an illustration of the sculpture on them. |
Map of Game Mechanics
LINK for the Figma File |
Playtesting and Iterations
We will discuss our narrative iterations, as well as our playtesting and iterations puzzle by puzzle.
Puzzle #1 YO / OY Playtesting and Iterations: Puzzle Overview: Before embarking on the escape route, the players must first retrieve the valuable art piece from the double agent security guard who has already stolen it from Cantor. The Lhuyen Ke was double-locked by the security guard with special software for higher security. The player would only gain access to the artwork if they solved the password. Then, the security guard would hand them the first piece of the full puzzle to the next location. To solve the puzzle, players try to guess the correct password within four tries. With each guess, the system provides feedback on the number of matching letters the current guess has with the password. Puzzle Link: https://zhuojl00.github.io/CS247G/ Iteration 1: In the initial playtest we wanted to test for the difficulty and duration of the puzzle. We weren’t sure if the puzzle would be too simple, resulting in the gamers having no pleasure or enjoyment. However, we were going to utilize the puzzle as the initial puzzle to achieve the art work, so we wanted to see if a lower level of difficulty would be fine. Two participants (Chu and Grace) attempted the puzzle. Observations:
Feedback:
Adjustment:
Now that we knew the difficulty and duration of the game was suitable for the puzzle to be an introductory puzzle for the game, we mainly sought feedback on if the changes made in the last iteration improved the game. Three players (Wilmer, Ulo, Tyler) attempted the puzzle. Observations:
Feedback:
Adjustment:
Final version of password puzzle game. |
Puzzle #2 Rodin Statue Garden Playtesting and Iterations: Puzzle Overview: After successfully retrieving the valuable painting from the crooked cop, the players must try to unlock a mystery box with the help of the statues at the Rodin Sculpture Garden. Players must identify the differences in three specific statues to figure out the combination to the lock. In order to solve the following puzzle, players were expected to identify the three statues that had casting dates written on their placard, count the number of heads on those statues, and arrange the numbers in order based on ascending order of when the statue was casted. Iteration 1: Nassir, Aidan, Ji Hong In the initial playtest we wanted to test for the difficult of the puzzle, specifically if the players would be able to figure out the task from the cryptic message. Some of them were cast in 18… huh, I forgot. [hint: Darn, I used to remember the order of which they were originally cast.] Well, you could find out. Maybe it’ll be for our next heist. I’ll only let you proceed if you figure out my three digit code among the statues and text it to me. Remember, time is ticking, so good luck – and don’t lose your heads over it! Our major concern was that the following puzzle would take a long of time, primarily because we believed that the players would not have been able to know to count the heads on the three specific statues without any guidance. Observations:
Adjustment:
Iteration 2: Ma Nasa Team For the following playtest, we made significant improvements based on the feedback we received from our previous session. We made sure to make the text message to be less confusing/time-consuming, more explicit, yet not too direct.
Darn, I used to remember the order in which they were initially cast. Well, you could find out. All I can say is that three statues have signs with information the others don’t. Figure out what the difference is between those statues to find the code to unlock your next clue. Heads up, time is ticking, so good luck!
If players experienced any roadblock, we gave the players a hint upon requesting it, which provided them with some guidance without neccessaritly giving away the answer. Hint: Look up, keep your heads straight!
Observations:
Adjustment:
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Puzzle #3 Stone River Playtesting and Iterations: Puzzle overview: At Stone River, 10 paper slips that form one puzzle prompt are taped in the cracks around the sculpture. The prompt says “In ascending digit order, list the top three most frequently occurring numbers in the years on Stone River’s placard.” Players would then go to the work’s placard to crack the next three-digit combination lock code and obtain the next map segment. Iteration 1: Peng and Jialin Our initial playtest objectives were to find out how well the puzzle fit with the space, any lack of clarity on solving the puzzle, and how long it would take to solve. Observations:
Feedback:
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Iteration 2: with Nassir, Aidan, and Ji Hong In this playtest, we were looking to find out how long the larger group would take to solve this puzzle, and how placing messages in different locations (not predictable) would affect their experience. Observations:
Feedback:
Adjustments:
Iteration 3: with Ma Nasa team In this final playtest, we wanted to know how long it would take this larger group of people to complete the puzzle. Observations:
Feedback:
Adjustments
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Puzzle #4 Sequence Playtesting and Iterations: Puzzle Overview: Our last puzzle was the Sequence puzzle. Our goal with this puzzle was to require users to explore the curvilinear walls and torqued ellipses of this mammoth steel installation. We placed QR codes throughout the walls of the installation. Most of the QR codes will direct to Google Documents that say “Not this one!” or “Keep trying!”. To solve this puzzle, two players must use our custom QR code scanner and scan two correct QR codes, which are placed at symmetric points of the installation, at the same time. When they do so within ~3 seconds, they will be directed to a Google Document that provides the combination for the final lock. Scanner Link: https://15lz2m.csb.app/
Early on, we identified that a digital component—scanning QR codes—could work well with this puzzle, as the installation has many places to leave many QR codes on. Initially, we designed this puzzle for players to scan each QR code until they find the right one, which would be hidden somewhere at the end of the paths in Sequence. After internal discussion, we felt that this puzzle was solely a brute force activity and required little to no thinking nor teamwork. With collaboration as a key pillar of our game, we pivoted this puzzle to require (at least) two people to complete this puzzle by instead choosing two QR codes as the right QR codes, and thereby requiring two QR codes to be scanned. Knowing that this art installation is special in its symmetric nature, we leveraged this spatial aspect by deliberately leaving the two QR codes at symmetric points (the beginning and end of Sequence). With a hint in the introduction to the puzzle that points to the symmetry of the installation, players can more strategically solve the puzzle by identifying which two points in the installation that have QR codes are symmetric. This also encourages collaboration as these two points would be physically distant, so distant that two people must separate. Iteration 1: Nassir, Aidan, Ji Hong Observations:
Feedback:
Adjustments:
Iteration 2: with Ma Nasa team Observations:
[LINK to Success!] Feedback:
Adjustments:
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Narrative Iterations:
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Conclusion
You all did amazing… it seems like we need to give you all another heist opportunity… November 14th, 4 PM sharp. Meet my assistant at the Sydney Opera house. We’re going to attempt my biggest heist yet… to steal the roof off the building … see you all then… Overall, Heist! At the Cantor was so fun to put together! Our team wanted to expand outwards of a singular room and used the Stanford campus as a space to be our escape room (per Christina’s suggestion in class one day) and we are all so glad it came together in the end. |
Final Playtest Feedback (Other Groups)
Alahji: The game that I played was Art Heist, which is a thrilling game where players are tasked with tracking down the elusive art thief that stole a painting from an illustrious art museum. The target audience is probably 15+ and some of the puzzles were quite challenging and did require some preexisting knowledge. Art Heist is a multiplayer game where players are competing against the game itself to unravel the identity of the thief. Players solve different puzzles to access more clues and get closer to achieving their goal objective. The types of fun exhibiting in the game are fellowship, narrative, and challenge, as players had to collectively work together to solve difficult puzzles to find the perpetrator. The materials used in the game such as the box and images fit well with the aesthetics of an art museum, which I believe contributed well into the narrative and made the gaming experience quite immersive. While I did enjoy playing the game, I did find it difficult to complete the crossword puzzle where we were expected to have preexisting knowledge of art history. Had it not been for one of my team member, I probably would not have made much progress. Additionally, I believe that the digital component of the game would have been more fun had there been different outcomes rather than the current system where players would “eventually” win after clicking through the different scenarios. Overall, I truly enjoyed the game, and I believe that it has great potential. |
Cathy: I was a playtester for soRRRt. soRRRT is a single-player digital game with a goal of teaching players about sorting trash. The target audience of probably upper elementary school players and up. Using the arrow keys or wasd, players can explore the digital dorm room space, and the objective is to pick up and sort all the trash (using the spacebar) before the time is up, which is when the dorm admin will come. The main aesthetic of fun that I experienced was Challenge, and this was largely because the main mechanical difficulty of this game is quickly moving around, obtaining, and depositing all of the trash items with the time constraint in mind. The time constraint was probably the most fun aspect for me, because not being able to finish depositing the trash in time made me want to keep playing until I did succeed. Another aesthetic of fun is Narrative, as the premise of the game is living in a messy college dorm room with an impending dorm admin check. This was definitely conveyed throughout the game, from the onboarding text, to the visual design of the game, to being embedded into the time limit mechanic of the dorm admin check. In this train of thought, one aspect of the game I loved the most was the visual design. As intended by the game designers, the vibes of the game definitely felt cute, pixelated, and lighthearted, and these shined through the sprites, background, and music. The music was also fast-paced, which helped amplify the time limit mechanic. Lastly, one useful improvement (that I believe the team might have worked on after I playtested it) is improving the pick-up and drop-off controls. It was difficult to play these controls because oftentimes, I would pick up the trash, but the trash item would be attached very far from my sprite such that it would be off screen, and oftentimes, I would drop off the trash, but it didn’t seem to have actually been dropped off because the trash item would still attached to my sprite. This probably was the main slowdown for my gameplay. Furthermore, I am excited to see the team implement the trash sorting functionality, meaning that the system can detect whether the player correctly sorted the trash into the right bin, as I believe this would really help to achieve its goal. Overall, I enjoyed my aesthetic experience with this game and am eager to see it develop! |
Jialin: Ma Nasa was the most memorable final playtest for me. All of the game’s components, such as the laser-cut props, wall-filled symbols, and paper clues placed throughout the room, wowed me. People said at the end of the playtest that they didn’t enjoy the excess of props that didn’t play a role in the puzzles. However, I appreciated all of the props because in escape rooms, extra props are frequently used to mislead players and help create the atmosphere of the room. This only goes to show how much thought went into the game, which I really appreciated. I did notice we were able to get through the main portion of the game fairly quickly but got stuck on the part where we have to align the circle panels in the wheel thing. The hint system, on the other hand, was pre-programmed, and all of the hints were aimed toward things we already knew. As a result, progress was difficult, and I felt helpless and frustrated. We later discovered that it was because the LED light was too dim and we were unaware that it was turned on. In the future, I would recommend utilizing a system that is more noticeable, such as an array of LEDs rather than just one. The types of fun I experienced were challenge and discovery. I did not feel like the narrative was weaved into the game enough for me to feel immersive. However, this would also be because I was too focused on the individual puzzles and did not pay attention to the narrative. |
Ji Hong: I participated in the Dorm Break escape room game. For this game, since we aren’t able to engage with the physical space of the dorm, the team brought in items that are needed to solve the puzzles. It simulated the desk part of the game and the premise of the game is that the room you are in now, the person who was living in here has disappeared and you and a groupd of friends must work together to solve the puzzles left behind by the missing person to find out what happened. I started off exploring the items that were laid in front of me since there wasn’t a clear direction on where to go (besides a to-do list which I later thought might be helpful to go through that list in order). But overall, I thought the game was well executed even though we weren’t in the physical room! The narrative and use of props brought the game to life without the room and the fun evoked was narrative and challenge because through each puzzle you solve, we learn a bit more about the person missing. Each puzzle was unique and had a similar level of difficulty, which I thought was nice amount for players to get the satisfaction of solving. The diversity of the puzzles were also refreshing, going from interactive maps, show episode clips, to cookies, playing the game didn’t feel repetitive at all. Not to mention that each puzzle uses the things that can be found in a dorm room to play into the atmospheric aspect of the game. There was only one feedback I had for them and it was related to a small plurality hint that could make that section a bit confusing and tricky to figure out. But overall, amazing game! |
Kathleen: I participated in the final playtest of Ma Nasa (Weird Place), a multi-person physical escape room with an outer space survival theme. The premise was that our space crew was losing oxygen and needed to send an emergency message to other space explorers to be saved. By solving puzzles, we would outwit the game. During my playtest, I appreciated how each puzzle flowed into the next and was of reasonable difficulty. The initial game was to decipher a code using hieroglyphs to uncover a riddle that revealed to us how to send our emergency message. Then, with the riddle, we uncovered more clues in the room that led to another pattern-matching puzzle, which then helped us identify the items we needed to send the message. However, I think unlocking clues could have been tied in more to the environment setup because us players were interacting with props that actually served no purpose, which was slightly frustrating. One benefit to tying in the props to the puzzles is improving environmental storytelling. My memory of the narrative was somewhat weak by the end of the game, which could have been strengthened with more integration of puzzles and the space itself. I also thought the hint system could have been more adaptive based on what progress had already been made, as our player team exhausted the hint system fairly quickly and had to ask the game designers for help. Overall, I enjoyed the flow and ambiance of the game – including good background music that evoked intense exploration. |
Hyperlinks/Appendix
Design Figma (Game Map, Fungible Token image, Game Art, Mechanics Map) Final Playtest Script (Contains every person’s job at every moment + Narrative text) Checkpoint 1 (Contains mood boards, playlists, vibes, etc.) |
Extra Credit
What are some similar games you were inspired by? How did you set yourself apart and why is your game better?
How did your game consider players with different abilities? (Accessibility is critical especially for people with disability)
What takeaways will the players have once they have played your game? How did you consider that in your design process? (Takeaways can be educational, awareness or any other intentional purposes)
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