Installation · 2019–2021
Downfall
A Cold War spy mission built around an adaptive, 24-channel sound environment.
My contribution
Sound Designer

Project details
Year
2019–2021
Client
Midgaard Event
Location
Copenhagen, Denmark
Format
Interactive escape room
Selected sound credits
Sound Designer
Thomas Perez-Pape
About the project
Downfall – Spy Mission is a premium escape room experience set in 1989, deep behind enemy lines in the Soviet wasteland. Players take on the role of undercover agents infiltrating General Kolnikov’s headquarters to prevent the outbreak of World War III. With its high production value, cinematic storytelling, and complex interactive puzzles, Downfall has been ranked the best escape room in Scandinavia and #153 worldwide by TERPECA (2024).
My contribution
As the Sound Designer, I was responsible for developing an immersive, cinematic sound environment that elevated the storytelling and player engagement throughout the multi-room experience.
I designed and implemented a 24-channel surround sound system, powered by 8 amplifiers and 37 speakers, strategically placed across all levels to create an enveloping sonic atmosphere. The goal was to blur the line between physical space and narrative tension—making the players feel as if they were truly inside a Soviet command bunker.
Procedural and Interactive Sound Design
The sound design was procedural and adaptive, tightly integrated with the puzzle logic and game controllers. This allowed the soundscape to evolve dynamically based on the players’ progression through the puzzles—intensifying tension, changing ambience, and introducing new narrative cues as each objective was completed.
Ambient layers, mechanical sounds, radio chatter, and environmental effects were all synchronized with real-time gameplay, creating a seamless connection between the story, the physical space, and the players’ actions.
A closer listen
The design philosophy was to make the soundscape a living part of the experience rather than a passive background layer. Every tone, hum, and echo had a function—whether guiding players subtly toward objectives, signaling system changes, or amplifying the emotional stakes during critical moments.
Special attention was given to the spatial and tonal realism of the environment: cold concrete reverbs, flickering fluorescent hums, distant machinery, and intermittent Soviet radio broadcasts combined to shape a fully immersive Cold War atmosphere.
Result
The result is a cinematic, interactive sound experience that supports the story on both emotional and functional levels. Together with the scenography, lighting, and live actor elements, the sound design plays a crucial role in transforming Downfall from a standard escape room into a story-driven espionage adventure—one that players describe as “stepping into a movie.”
Pictures from the project
