The foyer of a museum is defined as the entrance hall that functions as a reception area. It is the first encounter visitors have with the museum and the last impression they take with them when they leave. It functions as a "museum" because it is a part of the building and at the same time as a "non-museum" because it is not a part of the exhibition. It is a transitional zone that connects the exhibition with the surrounding world outside, while at the same time it functions as a place to sell souvenirs and tickets, distribute audio guides and provide information to visitors. This thesis is attempting to transform the transitional and orienting experience received by the visitors in museum foyers into an escape room video game. The aim of this conversion is to create a condition that will make the visitor/player traverse through all the areas of the foyer before proceeding to the next part of their visit, while at the same time cultivating abilities and skills as well as being entertained. Video games are "built environments" and, like any architecture project, games are “constructed” and treated with material and textures. Virtual architecture comes from a combination of what is real, what could potentially be real and what is imaginary. Egress Enigmas challenges the user to escape through a series of "rooms". They were inspired by four museum foyers from around the world with varying sizes, shapes, recognition and traffic. The rooms were created by reversing one or more signature architectural elements of the original projects, in addition to changes related to the negative reviews the museums received. In each room the player must complete a series of tests that touch on spatial and architectural themes and solve the floor plan puzzles that act as the key to the exit. In this way, exploring the space gives them the opportunity to improve their reasoning skills and cultivate their critical thinking, while at the same time they can have fun and be entertained.