HAPS – Prison Escape Game
Film Marketing Activation • Full-Stack Game Developer

The Challenge
Engizek Films GmbH needed a Roblox experience to promote their upcoming cinema release, HAPS. A previous developer had attempted the build but delivered only a map with completely dysfunctional code. With the film’s launch date approaching, they needed someone to salvage the project, rebuild the game from scratch, and deliver a functional multiplayer experience on a tight deadline.
Key Systems & Features Built
- Multiplayer Match Cycle – Round-based cops vs. prisoners gameplay with random team assignment
- Team-Specific Mechanics – Preparation phase for cops, escape objectives for prisoners, score tracking
- Combat System – Multiple weapon types (melee and firearms) integrated with existing frameworks
- Inventory Management – Player inventory system for collected items and equipment
- Team Loadouts – Custom outfits for both prisoner and cop teams using provided graphics
- Vehicle System – Drivable cars with framework optimization
- Prison Mechanics – Door access rights system and re-imprisonment functionality for cops
- Collectible System – Branded HAPS tokens scattered throughout map with competitive leaderboards
- Tutorial Flow – Screen GUI-based onboarding for new players
Technical Approach
This was a code rescue mission under time pressure. I inherited a map and a broken codebase with weeks until the film’s theatrical release. The first priority was evaluating what could be salvaged versus what needed complete reconstruction.
I gutted the non-functional systems while preserving the accurate map the client required. Using a combination of existing frameworks (weapons, inventory, vehicles) and custom code, I built the core multiplayer loop: a round-based cops-and-prisoners experience where teams compete to either escape or maintain order.
The biggest challenge wasn’t technical—it was creative. The client wanted accuracy to the film’s setting and tone, but a 100% faithful recreation wouldn’t necessarily be fun to play. I balanced these constraints by staying true to the prison environment and HAPS branding while introducing gameplay mechanics that created tension and replayability.
The match cycle became the solution: a structured flow that gave each team clear objectives, time pressure, and scoring mechanics. Prisoners coordinate escapes while cops strategically guard exits and recapture escapees. Branded tokens added a collectible meta-game with competitive leaderboards.
Post-launch, I provided a month of content updates to refine balance and add requested features based on initial player feedback.


Outcome
Successfully delivered a functional multiplayer experience from a failed codebase within one month, meeting the film’s marketing timeline. The game launched officially and was promoted alongside the theatrical release, serving its purpose as a film marketing activation.
Completed the initial build and provided ongoing support for content updates and refinements following launch.