Project omschrijving


Erasmus University Rotterdam

Educational Escape room design

Project details

Client / Erasmus University Rotterdam
What we built / an escape room, where the participants learn about ‘Sustainable Development’.
Project Date / 2019 in a timeframe of 5 months

Work processes
/ Game design

/ Concept development
/ Game design
/ Project management
/ Developing puzzles
/ Scenario writing
/ Training
/ Sound design
/ Light design
/ Special effects
/ Integrated hint system

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“We would like to make an escape room to teach students about Sustainable development, specifically of responsible consumption and production, but also make it known that there are still 16 other sustainable development goals!”

Eva Rood Director of Positive Change and Steef van de Velde, Dean of Rotterdam School of Management, Erasmus University, approached us with this question. An escape room is an innovative and fun way to transfer knowledge, so we have happily accepted the challenge.

The United Nations have adopted 17 sustainable development goals,  also named as SDG’s, which should be achieved by 2030. This became the topic of the escape room, with particular focus on SDG 12, responsible consumption and production patterns.


Our Role

We’ve worked together with teachers, researchers and brainstormed with motivated students throughout the project. We divided the topic over consumption and production into 3 parts: Disposable Plastics, Fast Fashion Industry and Production Waste.

The elements of an escape room concept must fit, especially the experience surrounding the story and the goal: How do we make students more aware of waste, pollution and production processes. The puzzles and the dynamics of the room must also be logical and in this case also educational.

The next step was to build the escape room and the experience around it. The construction of this is very precise. You take into account the space, the shape of the room, but also the atmosphere, which determines what materials will be used. Most games, both mechanical and electronic games, were made from recycled materials. For example, we have collected a lot of plastic and old clothing with the whole team and we went to the port of Rotterdam to collect old fishing nets.

When building this escape room, “design for maintainability and reliability” was very important. We have, therefore, decided to only use electronics and applications that can easily be replaced even without technical knowledge. For example, we have made an android tablet app to easily operate the room and to give hints during the game. The players receive hints and track their progress in the game on a second app developed by us.

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Project Photos