Works Closely With: Game Designer, Head of Marketing and Production Designers at Tandem Set & Scenery
Location: London / Kent
Type: Initial Fixed-Term Contract for 12 Months with a 3-month probationary period
The League of Adventure Group, the company behind Phantom Peak, is looking for a brilliant Escape Room Designer to join the in-house Creative Studio; somebody who can dream up clever puzzles, build satisfying player journeys, write sharp, funny content, and get hands-on in Unity to help bring interactive ideas to life.
Phantom Peak is a wildly original immersive world with a fiercely loyal fan community and one of the highest repeat rates in the immersive sector. But this role won’t just sit within Phantom Peak.
You’ll also help develop new immersive experiences, standalone games, client projects, pop-ups, experimental formats, and strange playable things across the wider work of The League of Adventure Group and its associated companies and collaborators, including Tandem Set & Scenery, the world's premier live game build company.
Key Responsibilities
Creating Magic
* Creating escape room-style puzzles, trails, mysteries, tasks, and interactive moments
* Writing clear, funny, characterful content for clues, scripts, signage, interfaces, in-world documents, videos, and guest communication
* Designing player journeys that feel fun, intuitive, surprising, and satisfying
Structural Design
* Building out logic flows, puzzle documents, clue systems, and game structures
* Prototyping digital interactions in Unity, as well as building on existing projects
* Designing and implementing interactive moments using COGS by Clockwork Dog
* Working with screens, RFID, lighting, sound, sensors, locks, show control systems, and other interactive tech
* Collaborating with writers, producers, set builders, technicians, and creative leads
* Testing, iterating, and improving experiences based on player behaviour
* Making sure games are achievable, robust, repeatable, and commercially practical
* Supporting the development of new formats and projects beyond Phantom Peak, from early concepts through to playable delivery
Key Outcomes
* Fully own the design & delivery for an international escape room, as briefed by a third-party client; working with the Creative Director, take the project from ideation, through structural design and development to delivery
* Integrate interactive digital prototypes using Unity and COGS into the new Phantom Peak experience alongside the Programming & Digital Game Developer
* Integrate work into the existing Notion-first experience database and structure, ensuring consistency and repeatability.
* Design and deliver puzzle & interactive tech for key international projects, ensuring all technical specifications are met within the agreed project timelines.
Person Specification
* 5 years plus Experience designing escape rooms, immersive games, puzzle hunts, interactive theatre, LARPs, ARGs, themed attractions, or similar experiences
* Excellent writing skills, with the ability to be clear, concise, funny, and characterful
* A strong sense of humour and an instinct for making interactions entertaining, not just functional
* A good understanding of pacing, player psychology, onboarding, clueing, and flow
* Strong Unity experience, especially for interactive prototypes, simple games, interfaces, or installation-based experiences
* Experience using COGS by Clockwork Dog, or similar show control systems for interactive experiences
* A practical mindset: you know the best idea is the one that actually works for guests, staff, and operations
* The ability to explain ideas clearly through documents, diagrams, prototypes, or mock-ups
* A love of storytelling, mystery, play, and weird little details
* Experience with Arduino, Raspberry Pi, RFID, sensors, DMX, TouchDesigner, OSC, MIDI, TCP/UDP, or other interactive hardware/software systems
* Basic 3D, UI, animation, or game feel skills
* Experience working in live attractions or guest-facing entertainment
* An understanding of accessibility and how to make puzzles welcoming without making them boring
* A portfolio of playable work, written work, puzzle designs, Unity projects, COGS projects, or experimental interactive systems
How You’ll Thrive
You might be the sort of person who sees a locked filing cabinet and immediately thinks it should contain a clue. You probably have strong opinions about why a puzzle did or did not feel fair. You like building things, breaking them, watching real people misunderstand them, and then making them better.
You’re not just a puzzle designer, not just a writer, and not just a Unity person. You sit somewhere between designer, puzzle brain, storyteller, comedy writer, systems thinker, show control nerd, and Unity tinkerer.
You’ll be joining a company that makes weird, ambitious, audience-first experiences, from the sprawling world of Phantom Peak to entirely new formats we haven’t invented yet.
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