Experience Designer (Interior + Scenic) - Immersive Entertainment
Time Mission · Cranston, Rhode Island ·
Posted 2 weeks ago
Full-Time
About this role
STEP INTO THE MISSION.
Time Mission is a social gaming adventure. Teams of two to five take on 25+ interactive mission rooms, competing on speed, strength, intelligence and coordination as they race through the past, present and future. Every room is its own world and no two are alike.
timemission.com | instagram.com/timemission
We are open across the US and Europe, from Rhode Island and Houston to Brussels and Antwerp, with Dallas, Nashville, Edison, Charleston and Eindhoven landing next.
We build a lot of rooms. What we don't have is one person who owns how they look and feel. That's this job.
The design work (this is the heart of the role)
Lobbies. The first 90 seconds of the guest experience, and the last. Arrival, check-in, queue, retail, party rooms, seating, lighting, and how our brand lives in physical space. Right now our lobbies are the weakest part of a very strong product. We want them to be the reason people take the photo.
New mission rooms. Concept through build. Set dressing, materials, lighting, color logic, reveal moments. Each room is a complete little world that has to land in under five minutes.
The standard. Once a design works, it gets rolled out across every venue we build and license. Your work ships to two continents.
The production work (roughly a third of the job)
Good design that nobody can build is worthless to us. You'll also carry the drawings:
Venue floor plans, from empty shell to final layout. Room grid, central corridor, circulation, reception, lockers, back of house.
Working around real buildings. Columns, structure, fire compartmentation, landlord constraints.
Fabrication and elevation drawings our shops can build directly from
Coordinating power, data and AV positions with our technical team. Sockets, network drops, TV mount heights, ceiling suspension points.
Material and finish schedules, and keeping the spec library current as we scale
Day to day
Working directly with our build team, steel and set fabricators, and venue operators
Designing to a real budget and a real ship date
Specifying surfaces, signage and props that survive heavy public use
Travel to venues during install
What we're looking for
A portfolio of built work. Not renders. Things that exist.
Background in scenic design, production design, exhibit design, interior architecture, themed entertainment, hospitality or retail environments
You draw as well as you design. You can hand a set of plans to a fabricator and they don't need to call you.
You design for how something gets made. You know what a CNC file, a flat pack and a shipping container do to a design.
Fluent in metric and imperial. Our builds run across the US and Europe.
Comfortable being the only designer in the room and making the call
Durability instinct. You've watched the public destroy something you made and learned from it.
Nice to have
Location-based entertainment, escape rooms, museums, trade show or theatre experience
Lighting design chops
AutoCAD, Vectorworks, Rhino, SketchUp, Adobe CS
Hands-on shop skills
Why this is a good job
Small team, no design bureaucracy, decisions get made in a day. You will see your work built within weeks and then see it copied into venues on two continents. Based in Rhode Island, with travel to venues.
To apply
Send a resume and a portfolio link. Applications without a portfolio will not be reviewed.
Pay: $60,000.00 - $85,000.00 per year
Benefits:
Employee discount
Flexible schedule
Paid time off
Application Question(s):
Please share a link to your portfolio.
Have you designed a physical space or set that was actually built and used by the public? Briefly, what was it?
Have you produced floor plans or fabrication drawings that a shop built from? What software do you draw in?
Are you able to work on site in Cranston, RI five days a week?
What is your expected annual salary?
Work Location: In person
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