The Last Storyteller:
A Mixed Reality Escape Room
Project Team: Carey Corrow & Ryn Rangel
My Role: Narrative Design, Interaction Design, Physical Prototyping, 3D Asset Creation, AR Integration, RFID Logic Programming, Puzzle Design
Tools & Tech Used: Unity, Blender, Arduino, Adobe Creative Suite, AI (Sora and Veo), 3D Printing, Laser Cutting
Year: Spring 2025 | Project Length: 16 weeks
The Brief
Design an immersive mixed reality experience that uses physical interaction and augmented reality to tell a story in a way that players don’t just observe, but uncover. How might we design an experience where narrative, technology, and tactile play all come together,
to create a story you don’t just hear, but live?
Role Breakdown
I designed the puzzles and core interaction concepts, including the orb, bookshelf, clock, pedestal, and banister. I also programmed the RFID logic and designed /built props.
Ryn created the intro video, built the AR interactions.
We collaborated closely on the overall narrative structure and environmental interaction design;testing ideas together and refining them based on player feedback
The Challenge
Escape rooms are clever. VR is dazzling. But often, emotional connection is left behind. We set out to fix that by designing a hybrid experience where the puzzles feel meaningful, the tech feels magical, and the narrative leads the way.
The Concept
The Last Storyteller is a room-scale escape experience layered with story and surprise.
Players explore the abandoned estate of Ormella Rathani, a reclusive scholar and collector of enchanted relics. Her disappearance has stirred the house, unraveling its secrets, and its stability.
To uncover the mystery she left behind, players must solve puzzles tied to her memories and piece together her legacy using a combination of handcrafted props, augmented reality, and embedded Arduino-powered RFID triggers.
Every interaction is designed to deepen immersion. AR reveals hidden messages, RFID unlocks physical compartments, and tactile elements bring the narrative to life. A live in-world guide helps keep players on track, gently nudging them while maintaining the illusion of the world.
Process
We approached The Last Storyteller using an iterative, research-driven design process that blended narrative development, physical prototyping, and emerging technology.
Step 1: Research & Discovery
We explored real escape rooms, VR roleplay games, and mixed reality detective experiences to understand what worked—and what was missing. We noticed a gap in emotionally rich, story-driven interactive spaces that felt personal and tactile.
Step 2: Concept Development
We sketched out early puzzle ideas, narrative arcs, and Ormella’s world. We anchored the experience in themes of legacy, memory, and discovery, with gameplay centered around uncovering her past through physical interaction.
Step 3: Prototyping & Fabrication
We built prop from foam core, then layered in RFID sensors, AR clues, and story fragments. Key features like the Veritas Camera and orb pedestal were refined through rapid iteration.
Step 4: Playtesting & Iteration
We conducted informal and structured user testing with peers, family, and classmates. Feedback from these sessions helped us improve clarity, pacing, and emotional resonance—especially in the playable demo.
Step 5: Final Build & Demo
The final MVP was presented at CMD, featuring a partially completed build with a live in-world guide. The experience allowed players to explore freely, solve puzzles in any order, and uncover Ormella’s legacy at their own pace.
Research & Discovery
We approached The Last Storyteller using an iterative, research-driven design process that blended narrative development, physical prototyping, and emerging technology.
Research
We tried:
  • A traditional escape room (cinematic sets + tactile puzzles)
  • A VR roleplay experience (emotional immersion, less puzzle-heavy)
  • A mixed reality detective game, where players used an in-game camera to uncover clues and track progress alongside a virtual guide
Each had strengths. None blended them all.
So we decided to do it ourselves.
Concept Development
At the heart of the experience is Ormella Rathani, a fictional scholar who spent her life protecting three enchanted relics known as the Talaria Tiles.
Narrative
She scattered the Talaria Tiles throughout her home, protecting them with cryptic puzzles.
And then… she vanished.
Now the house is unstable, fragmenting under magical strain. Players must recover the tiles and finish what Ormella began.
Look & Feel
Every object is part of her legacy, designed to feel real, storied, and just a bit magical.
We built the space like a character. Foam core props with RFID sensors and rotating parts A custom-built “Veritas Camera” that reveals AR clues Sound and set dressing that reward close attention Players explore and interact physically, uncovering clues through hands-on play and hidden digital overlays.
Prototyping & Fabrication
Crafting the Space
We treated the physical environment not just as a backdrop, but as a character in its own right. It remembers, responds, and reveals.
To bring Ormella’s estate to life, we built mid- to high-fidelity prototypes using precision-cut foam core, a laser cutting machine, and 3D printed components. This approach allowed us to prototype detailed props and architectural elements with a high level of polish. Key objects—like the marble statue on the pedestal and the Veritas Camera—were 3D printed to add depth, realism, and a sense of permanence to the experience.
Each piece was thoughtfully constructed to support both narrative and interaction. For example, the pedestal hides a secret compartment, and the clock includes a concealed RFID trigger. We paid close attention to proportions, alignment, and surface detailing to ensure the space felt immersive and intentional.
Every element was designed to invite physical engagement. We embedded subtle visual hints into the construction of props so that players would naturally explore by touching, rotating, and inspecting their environment.
By combining tactile materials with layered storytelling, we created a space that encourages curiosity and rewards attention. The estate becomes a living archive of Ormella’s legacy.
User Testing & Feedback
We tested with students, family, and friends. 
Key Insights: Players remembered the story, not just the steps Puzzles tied to character moments had more emotional impact This feedback taught us to let the story lead. It wasn’t the logic or tech that stayed with people, it was the why. 
Why was this object hidden? What did it mean to Ormella? Why were they being invited into this space?
Final Build & Demo
Ormella’s world is filled with texture: antiques, curiosities, warmth and wear. We drew inspiration from old libraries, dusty archives, and mystery novels.
Entry Sequence
Before the experience begins, players are welcomed by a short, in-world video message narrated by Albert, Ormella’s estranged brother. This moment sets the tone and introduces the mystery:
Ormella has vanished. The house is behaving strangely, refusing to open its doors to anyone but you.
 And three ancient relics, the Talaria Tiles, may hold the key to understanding what she was protecting.
Albert’s message is warm, rambling, and just a little eccentric. He shares family memories, hints at the supernatural, and warns that something in the house is beginning to unravel. Through his narration, players learn:
  • Their role as the chosen one the house has “called back”
  • The importance of finding the three Talaria Tiles
  • That the house holds the family’s memories—and losing them means losing Ormella’s legacy
Playable Demo
As a final MVP playtest, we presented The Last Storyteller live at CMD with a partially completed build.
To guide players through the experience, we introduced a live facilitator styled like a mystical Jungle Cruise skipper who offered support without breaking the fourth wall. They provided gentle nudges, in-character commentary, and helped teams stay on track without removing the sense of mystery.
This approach allowed us to:
  • Test flow and timing in a live setting
  • Gauge emotional response and narrative clarity
  • Identify puzzle pacing issues or places where players got stuck
It also reinforced a major insight: the presence of a guide, not just a hint system, can greatly enhance immersion when done well.
Reflection
What Worked :
✓ Deep player investment in the story

✓ Cohesive physical-digital blending

✓ People really loved the “mystical realism” that the AR brought to the experience
What Didn’t Work:
✗ Manual hint system (needed streamlining)
✗ AR tracking sometimes required specific lighting or angles
✗ More time would’ve helped us refine puzzle feedback loops
For Next Time:
Collaborate with artists and sound designers to deepen mood Build a facilitator control panel for seamless timing, hints, and effects Create adaptive hint delivery to help without breaking immersion Offer take-home character cards or digital role selectors
The Last Storyteller is our answer to the question:
What happens when a space can remember, respond, and reveal? It’s not just a game. It’s a story passed down through touch, light, and action, where players don’t just solve puzzles.
They carry a legacy.