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PORTFOLIO OMAIMA

Omaima Tachalait

Created on January 15, 2026

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Literature & Entertainment

ACCESS GRANTED - Navigate through the case files

ABOUT ME

ANALYSIS

BEFORE YOU LEAVE

MY PROJECT

My name is Omaima Tachalait Tachalait and I have always liked stories that include danger, planning and people who live outside what we think of as normal society. I enjoy stories where characters have to think quickly, take risks and survive in very hard situations. That is why crime stories and escape stories have always interested me. Even though Pablo Escobar was a bad person because of what he did and the crimes he committed, I have always found his life story very interesting. I do not agree with his actions, but I admire his courage, how smart he was and how he managed to avoid the police for such a long time. What interests me most is not the drugs themselves, but how everything was organized behind them: the cartels, the bosses, the levels of power and the system that exists in a world people usually think is chaotic and out of control. This criminal world feels very separate from normal daily life, with its own rules and ways to survive. The difference between normal life and this secret, organized system is what really interested me in this topic and made me want to explore it through a creative project. When it comes to entertainment, I really like escape rooms and interactive games because they let the player be part of the story instead of just watching it. For me, an escape room is not only about solving puzzles, but also about feeling pressure, working as a team and being fully inside the story. That is why I thought an escape game based on the chase between Pablo Escobar and the DEA would be a fun and interesting way to turn a historical and literary topic into an enjoyable experience.

ABOUT ME

FINAL PRODUCT

In both paths, players must read secret messages, find hidden details and link clues to move forward in the story. This setup lets players experience the same story from two different sides, which makes the game more interesting and worth playing again. Players are also told to write things down, like in a real escape room, to keep track of clues and reach the final goal. Our main goal was to create a fun and immersive project that we would enjoy and that our classmates would also find interesting. We did not want to just show historical facts, but to turn them into an interactive experience where the player becomes part of the chase between the criminal and the police. Another important objective was to make something from the scratch, creating the puzzles, the structure and the story by ourselves instead of using an escape room that already exists. We also wanted the game to be challenging but not too hard, so players would feel encouraged instead of frustrated.

The project that Prosper Ogbeide and I made is a digital escape room about the fight between Pablo Escobar and the DEA, created and shared on Genially. One of the main features of our game is that players can choose between two paths: they can play as Pablo Escobar trying to get away, or as DEA agents trying to catch him. Each path has its own puzzles, hints and tasks, but both have the same main goal: to solve the challenges as quickly as possible and reach the end before the other side. Because of this, the game also has a competitive part, where the player or team that finishes first is the winner.

FINAL PRODUCT METHODOLOGIES

After we had the main story, we began planning the escape room in a shared Google document, writing ideas for missions, clues and codes. Then we moved to the digital part and used Genially as our main platform to build the interactive parts of the escape room and to connect the different scenes and missions. This platform let us create a story in which players could move forward by clicking on objects and using password locks. We also used pictures and icons from the internet to create the look of the game and give it a feeling of crime investigation and secret missions. In addition, we used AI image tools to make some pictures that fit the style we wanted, especially when we could not find free images online that matched our needs, such as the image related to the shipment to France. We kept testing the game while we were making it, fixing movement problems and changing how hard the puzzles were. This testing step was very important to make sure the game was easy to follow and smooth for players.

First, we did research on Pablo Escobar’s life and his criminal group. We read his biography, I had already watched the Netflix series some time before, and we also looked at summaries of the book written by his son, Pablo Escobar: My Father. This helped us understand both how he worked as a criminal and what his personal life was like, which helped us create a clearer and more connected story for the escape game. At the same time, we also looked at how digital escape games are usually built, focusing on the kinds of puzzles and how players move through the game and from one part to the next.

ANALYISIS

MAIN ACHIEVEMENTS

LITERARY BASIS

ASPECTS TO BE IMROVED

COMMERCIALIZATION

LITERARY BASIS

The main written sources for our project were the biography of Pablo Escobar and the book written by his son. These helped us understand how drug cartels work, how the police chased them and how people survived in this criminal world. We also relied on my previous knowledge from the Netflix series to understand his life and the role of the DEA.

We tried to base the escape room on real historical situations and turn them into fictional missions that could work as puzzles and parts of the story. This helped us change real events into interactive challenges while still keeping a link to real history.

ASPECTS TO BE IMPROVED & DIFFICULTIES

We also had problems with sound. Genially did not let us fully control the audio, so even in a part where players had to listen to a dialogue that we recorded, the background music could not be turned off. If we had more technical control, we would add clearer voices and better sound effects.

Even though we are happy with the final result, making the game was not easy and came with several problems, mainly about technical limits, game design choices and not having much time.

Finally, time was also a problem. Making and testing an escape room needs many changes and checks, and we would have liked to add more challenges, a deeper story and different possible endings. Right now, the game cannot really be played again because once players know the answers, it is no longer challenging. With more time and resources, we would add different endings or more puzzles to make the game worth playing again.

Another problem was finding the right level of difficulty for the puzzles. Some tasks were too easy at first, especially the multiple-choice ones. Because of Genially’s limits, we mostly used password puzzles, since this was the only way to stop players from moving forward without solving the task. If the platform gave us more control over how players move through the game, we would add more types of challenges instead of mainly using passwords.

The main difficulty was technical, especially learning how to use Genially’s interactive tools correctly and making sure the game moved smoothly from one part to the next. Small mistakes in links, page order or buttons could easily stop the game and keep players from moving forward. Because of this, we had to check every step of the escape room, including each password, each clue and each “next page” button, to make sure there were no mistakes in the final version.

Even so, by testing again and again, fixing mistakes and changing the design, we managed to solve most of these problems and create a final version that we are both proud of.

MAIN ACHIEVEMENTS

One of our biggest successes is that we created a full digital escape room from the beginning, including the story, puzzles, structure and interactivity. At first, we were not sure we could make a clear and complete game, but by testing and fixing things many times, we ended with a game that works well and is interesting to play. We are also proud that we turned a real and controversial person into an educational game, without praising his actions and instead focusing on the strategic and story parts of his life. Another important success was our teamwork. Prosper and I worked very well together, shared ideas and helped each other during the whole project. This helped us stay motivated and creative even when we had technical problems.

COMMERCIALIZATION

Even though this project was mainly made for educational purposes, it could be changed and improved to be used for entertainment as well. It could be used on:

  • Educational websites for history or literature classes
  • Online escape room sites that offer digital games
  • Museums or cultural exhibitions about crime history or Latin American history
  • Even as a physical escape room where players move and solve puzzles in a real space

With more resources, we would add voice acting, improve the visuals and include different difficulty levels. It could also be translated into different languages to reach more players. New missions could be added, based on other moments of Escobar’s life or different cartel stories, so players could experience new cases in the same story world.

TIMELINE

Description of the Idea and the Product

TEAMWORK & RESEARCH

Development of the Product

DESCRIPTION OF THE IDEA & THE PRODUCT

The idea first came up during a class discussion, when I jokingly said we could make an escape room about Pablo Escobar. But when the teacher said it could be a real project, I started to take it seriously. After doing some early research on Escobar’s life, I thought about making a board game, a card game or a digital escape room. In the end, I chose a digital escape room because it allows more interaction and makes the story feel more real. Then Prosper asked to join the project and we decided to work together. We agreed on the main conflict of the story: Pablo Escobar versus the DEA, and this became the focus of the whole escape room.

DEVELOPMENT OF THE PRODUCT

On December 4th, we tested the first full version of the game and found several issues, such as wrong slide order, audio being too loud and puzzles that were too easy. Then we had to fix those slide errors, adjust the music and change multiple-choice questions into password puzzles to improve difficulty. Finally, on December 11th, we finished the final version by improving the audio task and testing the game with other people, like my brother and a friend. This last testing helped us make sure the game was easy to understand, with a balanced level and ready to be played.

On November 7th, we officially chose the topic and the format of the project and decided to make a digital escape room about the conflict between Pablo Escobar and the DEA. By November 21st, after reading the biography and the summary of his son’s book, we had planned the main structure of the game, including the main challenges, puzzles and how the story would move forward in both paths. On November 27th and 28th, we started building the escape room on Genially, creating the interactive scenes, connecting the different paths and adding the puzzles.

TEAMWORK & RESEARCH

Prosper and I worked together on almost all parts of the project. We both helped with the story, the puzzles and building the game on Genially. We usually worked at the same time, either online or in person, checking each other’s ideas and making decisions together. When one of us made a part of the game, the other checked it. This helped us keep everything consistent and avoid big mistakes. Overall, we shared the work equally, and we both felt responsible for the final result.

Our research focused on two main topics.

  1. First, we learned about Pablo Escobar and the history of drug cartels by reading his biography and the summary of the book.
  2. Second, we studied how digital escape rooms are made, focusing on puzzles and how players move through the game.
This research helped us turn real history into an engaging game experience.

BEFORE YOU LEAVE

Even though making this digital escape room took more time than we expected, working on this project with Prosper was clearly the best choice we made. We have always worked well together because we share similar interests, humor and ways of thinking, which made working together not only effective but also fun. This project helped us combine our interests with creative digital storytelling. Because we felt comfortable working together, we could share ideas easily, fix each other’s mistakes and stay motivated even when we had technical problems. This experience also showed me that literature and history do not have to be taught only in traditional ways, but can also be turned into interactive games that help students learn in more active and motivating ways. Overall, I really enjoyed this subject and this project, and I feel that it helped us build creativity, teamwork and problem-solving skills in a useful and enjoyable way. Most importantly, it reminded me how important it is to work with someone who supports you and shares your excitement, which made this whole experience much more special.