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obscura

Immersive and story-driven escape rooms

01

objective:

 

_

A

different

different

horror

In experience-driven industries, what people feel matters more than what they see. This project demonstrates how atmosphere-led branding can create stronger differentiation and deeper engagement.

Obscura is a premium escape room brand built around psychological horror. The goal wasn’t to design a typical horror identity, but to construct a world of unease — one that feels intelligent and atmospheric.

The identity needed to:
01 Create psychological tension without relying on obvious horror imagery
02 Ensure three distinct escape room themes still feel connected under one coherent brand identity
03 Translate atmospheric concepts into practical design applications such as signage and merchandise

To guide the visual direction, I began by extracting thematic cues associated with psychological horror. These cues acted as a compass rather than strict rules. They helped shape the emotional tone of the brand while leaving room for interpretation. This framework grounded both the brand identity and the visual language for each escape room.

A

watching

watching

mark

Instead of using keyholes or locks, the Obscura logo centres on a distorted eye motif. This symbol evokes observation and confrontation. After all, what’s more unsettling than the logo itself is already staring into your soul?

The eye emerges from a manipulated letterform within the wordmark, subtly integrating the symbol into the typography itself. Tight kerning further amplifies spatial unease, creating the uncomfortable closeness of forms almost touching. This idea actually came from a very mundane moment. Have you ever had a stranger standing too close when waiting in line for a coffee, that they are literally breathing down your neck? That drives me insane.

Anyway, the result is a mark that blends symbolism and typography into something quietly unsettling.

Narrative

Narrative

Signages

Signages

Ashworth Asylum

I focused on the cues of fog, trauma, and eternal suffering, which became a moss-covered stone signage, one you see outside of an abandoned hospital. The distorted eye integrates into the design, reinforcing the sense of psychological surveillance.

The Collector’s Apartment

A neo-noir narrative inspired ornate framing and symmetrical structures reminiscent of antique art displays. This signage also incorporates an antique floor indicator and a metallic cage-like structure in the background. This detail was inspired by a scene from an oldie “Blade Runner”, where a cage-like escalator appears. It further reinforces the sense of surveillance and confinement.

Vanishing Point

This theme is the most abstract of the three. I expanded a labyrinth into an infinite abyss that simultaneously forms an eye — symbolising disorientation, recursion, and the sensation of being drawn toward a point of no return.

To deepen the uncertainty of what lies beyond the end of the room’s story, I applied a film-burn effect inspired by the idea of reincarnation.

merch as

trophies

trophies

The enamel pins presented a practical challenge. The signage graphics were too complex to translate directly into small-scale collectibles. Rather than simplifying the visuals, the merchandise was reconceived as trophies earned after completing each room.

My decision was to design each pin to represent the final object recovered to exit the rooms — turning the merchandise into a symbolic memory of the player’s journey. This approach strengthened the narrative meaning of the merchandise while solving a production constraint.

horror

reimagined

reimagined

When I first started this project, I was slightly skeptical about working with such an abstract topic. Abstraction can be tricky, it often leads to wildly different interpretations. But as the project progressed, I realized that this openness actually strengthened the idea of cerebral horror. The room for interpretation actually pushed the visuals to feel more unsettling, which makes the audience more intrigued by what happens next.

Another important takeaway was the role of research in shaping a strong brand identity. Many businesses rely heavily on presentation and surface aesthetics, which often leads to designs that look similar and predictable. By studying the atmosphere and psychological cues behind the genre, I was able to design a system that generates tension through design itself.

In the end, the goal was not simply to make something look scary, but to create an atmosphere of dread through symbolism, typography, and spatial tension, making the identity both distinctive and difficult to forget.

Ready to bring an experience to the world?

Let

s talk.

how

s it work?

direction
We define the core of the project — its goals, positioning, and overall direction. This stage sets the foundation for how the work should feel and function, not just how it should look. Together, we establish a clear creative direction that guides every decision moving forward.
Typically 1–2 sessions before work begins (around 1 hour each)
01
development
With a clear direction in place, I develop the core creative work — whether that’s a brand identity, visual system, illustration, or digital experience. Each project is approached with focus and intention, building a cohesive outcome.
Timeframe depends on scope —
Brand Identity: ~2–3 weeks for initial concept
Website: ~4–8 weeks depending on complexity
02
delivery
We refine the work and translate it into its final form. This ensures everything is resolved, consistent, and ready to be used across its intended context — whether digital, physical, or both. You’ll receive a complete and considered outcome, ready for implementation.
2–3 weeks depending on scope
03

it

s your turn

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