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Noah Jausovec

Escape Game Designer

BOOM IMMINENT

Escape Game · Escape Time Plaisir · 2026 -- Currently in Development
Role: Game Designer

Concept

Boom Imminent is a highly replayable asymmetric cooperative escape game developed in collaboration with Escape Time Plaisir, built around communication, observation and information sharing.

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Players are divided between two complementary roles: an Operator, interacting directly with a physical console composed of multiple puzzle modules, and a Support Team, using technical documentation to identify modules, understand their rules and guide the Operator toward the correct solution.

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Replayability is a core part of the experience. The game features a library of more than 60 modular puzzles, with additional modules continuously being developed. Each module can support multiple presets — different possible configurations and solutions built from criteria specific to that puzzle. A module typically contains 20–30 presets, which can then be selected and combined when designing a scenario.

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This modular structure allows Boom Imminent to generate a wide variety of puzzle combinations, solutions, difficulty levels and scenarios, ensuring that players can return to the experience without simply repeating the same challenges.

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01 — Game & Puzzle Design

I contributed to the design and development of 60+ puzzle modules, turning both personal and team concepts into complete playable systems.

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  • Puzzle Design — Designed and developed puzzle mechanics, rules, interactions and win conditions.

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  • Design Documentation — Created detailed documentation covering difficulty, completion time, constraints, props and implementation requirements.

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  • Replayability — Developed a preset-based system allowing each physical module to support multiple configurations and solutions across different sessions.

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  • Preset Design — Created and balanced an average of 20–30 presets per module, each with an evaluated difficulty and later selected during scenario creation.

02 — Documentation & Physical Prototyping

I built Boom Imminent's documentation and prototyping workspace from the ground up, creating a structured workflow from game design to physical production.

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  • Project Documentation — Built the complete Notion workspace, centralizing modules, presets, scenarios, components, ideation, testing and production tracking.

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  • Physical Prototyping — Created a component-based Figma workspace to design and assemble physical module layouts before production.

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  • Real-World Scale — Converted real-world measurements into consistent Figma dimensions for accurate module plates and hardware components.

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  • Production Constraints — Integrated component dimensions, drilling and mounting areas, allowing layouts and space constraints to be validated before fabrication.

03 — Scoring & Balancing

I designed a dynamic scoring system combining puzzle difficulty, player performance and scenario completion into a consistent final score.

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  • Difficulty Scaling — Converted preset difficulty into points through a non-linear scoring curve, rewarding harder challenges while maintaining controlled score ranges.

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  • Scenario Balancing — Combined selected presets and difficulty tiers — Recruit, Agent and Elite — to calculate each scenario's available score.

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  • Performance Scoring — Integrated completed modules, remaining time and a 15% victory bonus for full scenario completion.

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  • Dynamic Model — Built the complete system in Google Sheets, allowing scores to be quickly tested and rebalanced as new content is introduced.

04 — Scenario Design

As part of the design team, I worked on the scenario framework that transforms modules and presets into complete playable missions.

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  • Scenario Structure — Each scenario defines the modules and presets used, their progression, overall difficulty, time constraints and win conditions.

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  • Gameplay Formats — Developed multiple formats to create different objectives and pacing. For example, SPEED challenges players to complete as many modules as possible within the time limit, while RELAY maintains a constant number of active modules that are progressively replaced.

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  • Replayability — Different formats and module combinations allow the same physical content to create distinct missions and player experiences.

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  • Narrative Context — Each scenario takes place in a different city, following Vincent Lenoir, Escape Time's recurring antagonist, as he deploys temporal bombs capable of altering the timeline.

05 — Playtesting & UX Research

I designed a complete playtesting methodology for the upcoming beta-testing phase, focused on player comprehension, communication, autonomy and overall experience.

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  • Test Protocol — Structured playtests around two 30-minute sessions, with role rotations and an intermediate debrief to compare player behaviour and autonomy between sessions.

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  • Observation — Created a structured observation grid to track puzzle identification and resolution, communication, information retrieval, pacing and player difficulties.

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  • Player Feedback — Designed questionnaires and debriefs to collect quantitative and qualitative feedback on workload, understanding and overall enjoyment.

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  • Design Iteration — Built the methodology to turn observations and player feedback into actionable insights for future design iterations.

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