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The Backup League

What happens when the superheroes are trapped and the people who keep headquarters running have to save the day?

A tabletop micro escape challenge designed to turn three workplace performance behaviors into hands-on decisions.

Where I shared this work

Presentation details

Design for Engagement & Impact: Escape-Room-Style Learning Tied to Real Performance Tasks

Event
DevLearn Conference & Expo 2026
When
Thursday, November 5, 2026 · 2:45–3:30 p.m. PT
Where
MGM Grand · Las Vegas, Nevada
Session
Session 606 · Scheduled presentation
View the official DevLearn schedule
AUDIENCE

Conference participants and learning designers

FORMAT

Micro escape-room game; three physical chapter puzzles and a mobile finale

DESIGN CHALLENGE

Turning real decisions into playful mechanics while keeping facilitation practical

The design challenge

For a 45-minute conference session, I wanted participants to experience an escape-room-style activity that did more than entertain. The puzzles needed to require meaningful decisions, work for small groups in a conventional conference room, and run without constant facilitator intervention.

The fictional superhero headquarters makes the experience playful while allowing the underlying skills to transfer to workplaces, higher education, and other settings.

Constraints that shaped the design

  • About five players per team
  • Short, self-contained tabletop activity
  • Chairs-only setup must be possible
  • Self-checking solutions and optional hints
  • Printable, reproducible materials
  • Phone-accessible final override

Mechanics with a purpose

Three missions, three performance behaviors

01 · Prioritize information

Memory Meltdown

Identify the three incidents needing immediate attention, weigh their deadlines and dependencies, then assemble a physical dispatch-console reveal.

02 · Decide under constraints

Gadget Graveyard

Use four specialist reports to calibrate a rotating generator wheel. One setting satisfies the power, heat, and AI-isolation requirements.

03 · Identify risk

Academy Confidential

Solve word-picture riddles, reveal invisible-ink evidence, and challenge a misleading safety clearance before making a decision.

What playtesting changed

Early testing showed that players enjoyed the tactile mechanics, but unfamiliar terminology, overly elaborate classification rules, and unclear transitions created unnecessary cognitive load.

I reduced the dispatch task to three meaningful selections, made dependencies explicit, simplified the Academy paperwork, and retained the satisfying physical reveals. The goal was to keep the thinking challenging while making the instructions intuitive.

Read the full design field note: what the first playtest revealed →

How the experience ends

Each mission yields a star-chart fragment. Players combine the three fragments to uncover a five-symbol rescue sequence and enter it into a phone-friendly H.E.L.P.E.R. override console.

This is a prototype and design case study. The final learning outcomes and timing will be assessed through further playtesting.

Open the finale console →

Take the approach back to your organization

See the session resources for a reusable design framework and printable planning canvas. I'd also love to hear how you adapt the approach for your own learners.

Continue exploring

Working links to public programs and materials available now. Not every conference archive offers unrestricted downloads.

Additional materials being reviewed for public release
  • Conference slide deck and sample puzzle packet: add after release approval and the live session.

Materials will be linked when a public copy and any required approvals are confirmed. Ask about a specific resource.

Behind the finished work

My role, decisions & evidence

A little more about what I contributed and how I evaluated the design.

My role
Conceived and designed the conference micro escape activity, connected each chapter to a performance behavior, and built the printable, self-checking mechanics and finale.
Design decision
Three distinct problems ask players to prioritize incidents, satisfy technical constraints, and reject unsafe evidence. The fiction is playful, but each challenge uses real decision-making.
Evidence so far
Early individual playtesting showed that the wheel and invisible-ink discoveries were enjoyable, but complex classification rules and unclear instructions created friction. The revisions are design hypotheses awaiting further testing.
Status
Designed for DevLearn 2026, scheduled for November 5. The presentation and full group playtest have not yet happened.

The transferable principle

What another designer can borrow

Use formative observation to remove confusing instructions without removing meaningful challenge.