Controllers and firmware
Purpose-built state logic, timing, sequences and communication on an ESP32 or another suitable microcontroller platform.
PF–SERVICE / 02 Automation + control
Custom electronics and automation for sensors, locks, lighting, sound and game-master controls, designed as dependable local logic beneath the experience.
System layers / 01–04
Each layer is specified around the physical room, the player action and the people who have to operate it.
Purpose-built state logic, timing, sequences and communication on an ESP32 or another suitable microcontroller platform.
Buttons, switches, keypads, RFID, proximity, magnetic, optical, position and environmental sensing selected for the actual interaction.
Interfaces for lights, sound, displays, relays, locks, motors and scenic effects, with appropriate power and driver circuitry.
Serial, networked or wireless links between props and operator tools, with message behaviour designed around the consequence of a missed connection.
Wireless is not automatically cleverer and a cable is not automatically simpler. We decide from the operating environment, access and failure behaviour.
Fixed props with practical cable routes
Portable, moving or isolated objects
A stable shared supply is available
The prop already has independent power
Critical signals need a direct path
The system can confirm, retry and recover
Layout is permanent and documented
The experience must travel or reconfigure
A control system can bring puzzle state, timers, hint and show cues, manual controls and useful fault information into one game-master dashboard. It can also integrate with an existing room where the available interfaces make that practical.
Show what sensors, locks and connected props are reporting so staff can see progress and spot a stale device.
Manual actions can be designed around likely room situations, including a known-state reset and recovery from a broken step.
Lighting, audio, displays and facilitator cues can share the right local control layer without making core play depend on the internet.
It depends on cable routes, latency, power, interference, maintenance access and the consequence of a lost message. Fixed critical links often favour a cable; wireless can be valuable for moving, portable or difficult-to-wire props. A hybrid design is possible too.
An ESP32 or another microcontroller can provide the logic for sensors and outputs, with suitable drivers, relays, power design and interfaces for the actual equipment. The correct controller depends on the full electrical and operational requirements.
Potentially. Share the controller, available interfaces and required messages. We can then assess a direct integration, a small gateway or a self-contained subsystem.
Yes. The operator interface can be scoped around the room and staff workflow, with useful views and controls such as live puzzle status, timers, hint or show cues, manual trigger, bypass, reset and fault information.
Not necessarily. A room can be designed to run on local controllers and a local network so core play does not depend on an external service. The right offline and recovery behaviour is agreed from the operational requirements.
Open channel / Electronics
Send the interaction, existing equipment, venue constraints, deadline and working budget. We will start from the behaviour, not a shopping list.