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Escapes in Los Angeles \ О квестах \ How is it done. Interview with the creators of the quests. Part 2

How is it done. Interview with the creators of the quests. Part 2

Quests in reality originate from the genre of computer games "get out of the room" ( about this a little earlier we have already told you). The first quests in reality appeared in the early 2000s, both in Asia and in Europe.

In Russia, the first escaped room was opened at the end  2013. To date, only in Moscow there are about 350 quests. Their number is constantly increasing, offering visitors a huge selection of scenarios, genres and levels of complexity.

We asked the creators of several Russian and foreign quests to talk about how escape chains are created, tested and worked, how much is the construction of the quest and where in the world are the best quests.

Today we are chatting with Artem Shabanov, co-owner of the Science of Fear.

How it's done.

About your quest

Quest-performance " Science  fear "opened in Moscow in June 2015. On an area of ​​more than 150 square meters was created a unique entourage, which, together with with the participation of the actor, promises players a full immersion in an unforgettable, Filled with adrenaline and fear adventure.

Once I played with my friends in the " Lab 33" in Moscow, I was so impressed that escape  became my hobby. Since then I try to visit all the quests wherever nor was, including had a chance to play in Nizhny Novgorod and on vacation in Hungary.

The idea to open own quest came to me repeatedly, but somehow it did not develop. And then one day, when we were with a friend in a cafe, he asked: " And why do not we open our own quest?". The same evening we made a business plan  literally on a napkin, firmly deciding that the dealAem the most terrible quest in Moscow. Then they brought to the cause of a mutual friend who is excellent understands the construction, and our team has developed.

About the command

How it's done.

In order not to interfere with each other, we immediately delineated the zones responsibility. My business is the commercial part and development, the second the partner is responsible for the media, design and processing areas,  the third - for the construction. We work together on the creative part. We have a strict rule: to listen to all the ideas, even the most crazy and discuss them. This helps to see the business process from different points of view and to find new, non-standard solutions.

Having defined the topic, we realized that the traditional schemes of quests to us unsuitable. We wanted to make a quest in which players would have to experience not only their own intellect, but also nerves, and the process games will be much more active. After all, in standard escapes, consisting of 2-3 rooms, there is almost no traffic.

About cost and time

Doing such a unique product, we did not want to hurry, so the creation of the quest took 4.5 months. The total budget was 1.7 million. rubles. Since this was the first experience, it certainly did not happen without financial oversight. In new projects, we will take into account our mistakes  and, probably, we optimize expenses. When you start working over the project, it seems that making it easy and cheap. But in this way You can only make a boring escape room in your own apartment or in the country. A high-quality product costs a lot of money, it requires huge time and labor.

During construction, a total of 15 people: builders, experts in video surveillance and sound, decorators, props. Ready-made scheme for creating eskate-room did not have. I think that each quest is unique and that's why it's accurate beforehand it is impossible to plan everything. I remember that the most difficult stage was final, when " came out"  previously unnoticed by the construction side. Last three days before the launch we slept, at best, 4 hours.

Now there are 4 people working in our company, but soon we will we plan to increase the number of staff. Our game is also not worth it on the spot, we constantly improve it. For example, added an actor to enhance the effect. Regularly update the props, come up with new caches.

About quality and atmosphere

How it's done.

To assess the quality of the room, we try to observe all the games, evaluate the impressions of the players, try to make it unique in something for each team - do not overdo itwith fear, unobtrusively to help at the right time.

We also try to run the game on different teams of testers in different segments. For example, we invite those who have never played or vice versa plays consistently, teams consisting only of women, or only of men. Periodically select teams of testers with the help of drawings.

Our main goal is to provide the client with thrills and an unforgettable experience, so we make every effort to atmosphere, technical support and staff work were on top. The work of the actor also contributes. Players do not just solve puzzles and search for caches in an intimidating environment, but also do it fast. Whoever hesitates will have a hard time. I confess honestly, the quest turned out to be so atmospheric that often walk on it alone is scary. Even if you know that in the room except you, nobody no.

It is because of this emotional load It is necessary to take care of both the safety ofnetworkers, and actor, minimize his physical contact with the players. Sometimes people, while in a stressful state, do not control themselves. I remember one day we played a girl who, frightened, broke a fair amount scenery.

About Innovation

How it's done.

In general, the management of the quest reminds me of a mixture of work in the circus and the club. It is necessary not just to impress visitors, forcing them to experience incredible feelings from the experience, but also to do it at the highest level, with chic. So, even despite the inherent stress, it's fun and creative work. Moreover, she captures with her head.

Now we are planning a new quest, where we would like, in addition to the available developments, use technical innovations, virtual reality for example. Russian escape the whole actively seek forwards: new technogeology, breathtaking entourage, original ideas. This distinguishes us from Western quests. I I heard that many countries are striving to buy franchises of our projects, our, including, and this is a clear sign of leadership.