![]() The bank was the hardest because we had a hard out, and usually I love like three or four days to do pickups and inserts and stuff. They had to change the tiles on the floor, and work with visual effects to make it all happen. The art department built a 5,000-pound vault door that they brought in and hand fabricated. The bank was a beautiful space, we found in Cape Town, a beautiful art deco bank that we retrofitted. We hadn’t really seen that many best-in-class lasers, and we weren’t even sure we were going to pull it off. They were a little freaked out by lasers. Logistically, I pitch the different rooms to the studio. And we only had one stretch of a train station, about 200 or 300 feet long, so when you see the kids running down the length of the train station, that’s us recycling the same set four different times with four different actors and extras and stunt people. What you see is literally a New York City train car. ![]() We shot in Cape Town, as we did with the first movie, and for the train car, Ed got a model online, then he and his team built it to spec. I wanted Tesla coils to pop up and then to travel down the train car, a very Spielberg moment of everybody reacting to this creature that’s on the top of the ceiling.Įd Thomas, our production designer, is amazing. We don’t do so much pre-vis on these movies, but we do a lot of blocking out and figuring out what we’re going to do. So I thought a subway car could be really scary if it detached and then sort of became a Tesla coil. What can happen? What kind of hijacks? How can we subvert the audience’s expectation and pull her into the game in a way that’s really cool and clever? So we tried to use spaces that people could relate to. She has this coordinate that leads her to a downtown Manhattan building. Most of the early development of the rooms came from my pitches. And so coming into and developing, it was like, “How are we going to kill these people in beautiful rooms? What’s the way we kill them that’s different and exciting and visual?” That was a tall order because we used basically every device known to man to kill people in the first movie, from fire to gravity to poison gas. To do a sequel, I always felt like we had to sort of out-do and expand the playing field from the first movie. How do you construct an escape room that’s worth the price of admission? We asked Robitel, who clued us into his diabolical creative process. But besides the shadowy gamemakers, there’s another force at work designing the franchise’s killer rooms: director Adam Robitel. In this week’s Escape Room: Tournament of Champions, the sequel to 2019’s hit thriller Escape Room, series main character Zoey (Taylor Russell) returns to confront the puzzle-orchestrating organization Minos but winds up in another set of elaborate traps.
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