Loud and Clear has received the following awards and nominations. Way to go!


Our team
We are ‘Loud and Clear’, a team of scientists and designers passionate about creating immersive STEM experiences.
The problem
Communication is not just an essential need, but a basic human right. Without the ability to communicate we are essentially on our own.
As future astronauts venture forth to explore the Red Planet, the need to tackle communication challenges between Earth and Mars grows greater.
At the same time, there are many problems in our world could benefit from better communication.
We believe we’ve developed an experience that helps people to learn how to communicate and work together to tackle complex challenges – whether on Mars, or your own backyard or community.
The Solution
Our solution is Mars Calling – an immersive Escape Room experience where players work together to tackle the challenges of communication between Earth and Mars.
In Mars Calling players undertake a range of fun, puzzle-like challenges. Each challenge exploring a different aspect of communications, including signal time delay, signal quality, data limitation and data corruption.
The Escape Room format has enabled us to:
View the clickable storyboard here >
View the detailed breakdown here
The Experience
Onboarding
Upon booking, players choose whether to be on ‘Team Earth’ or ‘Team Mars’. There are three players per team. At this stage of onboarding, this is also where teams pick their difficulty level (Easy - Opposition, Medium - Quadrature and Hard - Conjunction). The difficulty level impacts time delays experienced by players. The higher the difficulty, the longer the time delay between Earth and Mars.
At ‘check in’, players are given a kit with various essential items to complete their mission.
Each team is briefed by a person in character, who leads them up a long corridor. They are led to a large and mysterious rectangular structure with two doors. Team Mars enters one door and Team Earth another.
You suit up and your mission begins...
Team Mars
It’s a historic moment, you’re the first people to set foot on Mars. Your one and only mission is to retrieve a sample left by the Perseverance Rover, which you can see through the door beyond. The sample contains evidence strongly suggestive of past life on Mars and must be retrieved.
You walk outside, utter the first words on Mars, and pick the sample up while feeling an incredible wave of happiness. This is the most significant moment in human history. Suddenly, you hear a thud as the door closes behind you. Lights are flashing and an alarm starts sounding.
Team Earth
Meanwhile on Earth, as you celebrate watching the astronauts taking their first steps, one by one the monitors around the room log off dramatically, showing static and shut down errors. Lights flash and room darkens an eerie red. The Deep Space Network is down.
Can you hear me now?
From this time on, you experience the challenges.
For example, in Challenge One, Team Earth must reboot the DSN while Team Mars must align an antenna to communicate with an overhead satellite.
Communication is re-established, or so it seems. Teams quickly realise their messages are not instantly communicated between rooms, instead experiencing a time delay between the sending and arrival of communications. Signal quality is bad, and messages must be kept short to fit inside bandwidth limitations.
Hampered by these communication problems, Team Earth must guide Team Mars as they attempt to re-enter their spacecraft through an airlock.
Rather than being a breakout style escape room, the task is to break in. Communication difficulties, and the finite amount of time before Earth sets ticking down menacingly on a clock in mission control make for an engaging and high stakes experience.
At the end of the experience, players get a short video on their journey with clips of them playing to share with their family and friends and remember the experience. For those teams who weren’t successful, it also gives them a chance to debrief and get clues on what to do next time!
Mars Calling Storyboard and Gameplay
We have created a detailed storyboard, with sketches of environments within the Escape Room.
The storyboard demonstrates the user journey of the two teams, how the experience unfolds and the interplay between the two teams and their challenges.
Outreach and Education
Mars Calling has significant potential to empower young people with key enterprise skills, including problem solving, critical thinking, collaboration and communication.
We intend to develop a pilot of Mars Calling at Scitech, a well-renowned science centre with the mission of engaging all Western Australians in STEM.
Following testing and refinement of the pilot experience, we will develop a blueprint for distributing Mars Calling in science centres, museums and other venues around the world, with school groups and families a key target audience.
To increase our impact, we will also create a virtual and/or augmented experience, where teams can undertake the same experience using VR/AR. For this digital/mixed reality experience, we will recreate our physical environments using Unreal Engine.
To complement the Escape Room experience, an Earth Calling Guide for Teachers will be also be developed.
This will provide teachers with information on how to engage students via pre-visit and post-visit activities in the classroom, with the goal of extending learning beyond the experience.
We chose this challenge as it enabled us to create an experience which has helping people to communicate with one another at its core. Our team is made up of passionate STEM communicators who are committed to delivering the best possible outcome for our audience.
We know from experience that people learn best when they're immersed and emotionally connected to a task. We explored a number of different options including science shows and computer games before settling on the escape room style delivery for maximum immersion.
This is because the escape room style allows people to properly experience the communication challenges themselves, as well as be involved in their solutions.
It was important to us to have an engaging and collaborative story to hold peoples attention and suspension of disbelief, as well as encouraging emotional involvement. It was also important that this story be firmly grounded in reasonable extrapolations of current science and technological progress relating missions to Mars.
We designed problems around the requirements of the challenge, and couched them in a way that would be familiar to people accessing the escape room environment. This in turn drove the story that is told alongside the puzzles being solved.
As participants progress through the puzzles they discover a sense of accomplishment, teamwork and resilience which drives the need to go further and learn more.
We extensively researched a number of online sources from various space agencies to inform world building and story creation. These are listed elsewhere in this submission.
Software tools include various multi media programs and resources such as Figma, Illustrator, Photoshop, Audacity and Mathematica.
We also incorporated a number of hand drawn sketches into our storyboards.
Once we had decided on the escape room concept, the basic outline of the story and challenges came together very quickly because the concept is so versatile. The biggest challenge was ensuring that the challenges are applicable to a wide range of audiences, and may still require some testing.
We created extensive storyboards located here:
View the clickable storyboard here >
We have used the following to inform the design of the Mars Calling Escape Room experience:
Deep Space Network (DSN) - The DSN informs the first challenge that Team Earth undertakes. What would happen if our connections with DSN were lost, or compromised?
NASA Rover Data - Data on delays in communication between Curiosity and Earth help inform the second challenge undertaken by both Teams, as well as all challenges thereafter. Information from Curiosity and Insight influenced world building (informing sounds, appearance and weather on Mars). Upcoming science to be performed by the Perseverance rover plays a key role in setting up the storyline.
NASA Eyes - As Mars rotates, Earth will move out of the field of view (it will “set” on Mars). In the game, Earth setting is the deadline that both Teams are working towards. This app was also used to determine a plausible date and time for the story to take place.
NASA news and information sites - What equipment would astronauts use, and what could go wrong with it? Data found on previous manned and unmanned missions have informed various challenge ideas for the game.
ESA news and information sites - What equipment would astronauts use, and what could go wrong with it? Data found on previous unmanned missions have informed various challenge ideas for the game.
JAXA news and information sites – What are organisations currently developing that would impact a mission like this in the future?
As above, we have used the following to inform the design of the Mars Calling escape room experience:
Deep Space Network (DSN) - The DSN informs the first challenge that Team Earth undertakes. What would happen if our connections with DSN were lost, or compromised?
NASA Rover Data - data on delays in communication between Curiosity and Earth help inform the second challenge undertaken by both Teams, as well as all challenges thereafter. Information sent from Perseverance plays a key role in the storyline. Information from rovers influenced world building (informing sounds, appearance and weather on Mars).
NASA Eyes - As Mars rotates, Earth will move out of the field of view (it will “set” on Mars). In the game, Earth setting is the deadline that both Teams are working towards. This app was also used to describe a plausible date and time for the story to take place.
NASA news and information sites - What equipment would astronauts use, and what could go wrong with it? Data found on previous manned and unmanned missions have informed various challenge ideas for the game.
ESA news and information sites - What equipment would astronauts use, and what could go wrong with it? Data found on previous unmanned missions have informed various challenge ideas for the game.
JAXA news and information sites – What are organisations currently developing that would impact a mission like this in the future?