PROJECT 002 — CUSTOM GAME DESIGN

Custom games, built for your brand.

Companies engage us to design new games from scratch — to launch a product, open a venue, carry a campaign message, or pull crowds through a mall. We write the storyline, design the puzzles, build the game and run it live.

THE BRIEFS

What lands on our desk.

01

Product launches

A new product becomes the centre of the mystery, not a banner beside it.

02

Venues & malls

Footfall campaigns where the game is the reason people show up.

03

Campaign messages

Public-sector and brand messaging people absorb because they're too busy playing to notice they're learning.

04

Schools & education

Educational escape rooms built in three government schools, plus our own board game on the Singapore curriculum for ages 12–14.

05

Seasonal events

Halloween, Christmas, school holidays — a run designed to sell tickets, not just fill a calendar slot.

Game designer's workbench with a half-built puzzle prop, sketches and locks at the Lockdown studio
Exhibit A — puzzle prop, mid-build, Lockdown design studio

Fully physical

Built sets, props and live game masters — in your venue or ours.

Fully digital

Played on phones or screens, anywhere your audience is.

Hybrid

Physical spaces with digital layers — the mall-trail model.

THE REPERTOIRE

Briefs we've turned into games.

A few of the objectives that have landed on our desk — and what they became.

AWARENESS

Cyber security

Dry policy content became a hands-on hacking mystery players actually remember.

PUBLIC EDUCATION

Financial literacy (CPF)

Retirement planning, rebuilt as a puzzle trail people queued to finish.

MALL ACTIVATION

VivoCity × Hasbro campaign

A branded game that turned a marketing campaign into footfall.

SEASONAL

Halloween events

Ticketed scare-season runs designed to sell out, then sell out again.

THE PORTFOLIO

Games we've already built.

Not concepts — things clients briefed, we designed, and people played.

MUSEUM

The Last Lion — National Gallery

A jigsaw puzzle game designed for National Gallery Singapore — the story reassembled piece by piece, on the gallery floor.

The Last Lion jigsaw game at National Gallery Singapore
PRODUCT

Bearscape — Escape Game in a Box

The one case study you can buy. Companies brief us for venues and campaigns; Bearscape is what the same desk builds when the brief is a retail shelf — a full escape game that lives in a box and plays on any table.

You woke up from your deep slumber and stare ahead, but all you see are walls of grey and silver stretching to no end.

As you hear small distant explosions, you realise that your space station has been hit by meteors!

— the briefing, from the box
  • FormatEscape game in a box — no room, no timer booth, any table works
  • SettingA space station losing its fight with a meteor field
  • WhereSold at Lockdown Escape @ Marina Square, #03-149

Stock and price at the counter — or message us first.

A player working one of the Bearscape puzzle mechanisms at the launch, 24 Nov 2019Three players mid-game around a Bearscape box at the launch event

The verdict — in print

  • “Well designed and fun”

    — Michael · Amazon review
  • “Enjoyable play-at-home escape game, with a varied range of creative puzzles”

    — Janice · Amazon review
  • “Definitely liked how the game was portable and easily played anywhere”

    — Little Day Out →
  • “Bearscape Fun!!”

    — Martin · Amazon review
  • “Good mix of puzzle mechanisms, some of which are quite creative”

    — escaping.sg →
HALLOWEEN

I Know Who Killed You Last Halloween

A ticketed scare-season murder mystery — storyline, sets and live actors, designed and run by our team.

I Know Who Killed You Last Halloween — the live murder-mystery event
CARNIVAL

Fun-S-Cape @ Sentosa

Singapore's first escape game carnival, built with Sentosa and ThinkOut Events in 2016 — six challenges, fully mobile.

A family working a Fun-S-Cape puzzle table at the Sentosa carnivalThe Fun-S-Cape entrance cube at Sentosa — in partnership with Lockdown.SG
SCHOOLS

Spectra Secondary School

A permanent escape room built inside the school in 2017 — Singapore's first — where students crack the puzzles to learn maths.

Inside the Spectra Secondary escape room — the desk scene from the 2017 build
SCHOOLS

Yuhua Secondary School

Our second school room, built in 2018. All of Singapore's first three school escape rooms were ours — every one of them built pre-COVID.

Inside the Yuhua Secondary escape room — the lab-themed set from the 2018 build

THE METHOD

From brief to opening night.

No two custom games are the same, but the build always runs like this:

Tell us the objective

Awareness for a new product? A campaign message? Footfall to a venue? Holiday-season buzz? That objective drives every design decision after it.

We pitch the storyline

A narrative that carries your criteria — and is exciting enough to sell tickets to the public on its own.

The design team curates the puzzles

Every puzzle fits the theme, whether that's cyber security, financial literacy or a haunted circus.

Build, playtest, launch

Sets, tech and game masters — then we run it live. Fully physical, fully digital, or both.

Typical project: 2–4 months from brief to launch, longer for the ambitious ones.

THE NEXT PROJECT — YOURS

Got a launch? Let's make it a game.

Tell us the objective. We'll bring the storyline, the puzzles and the queue.