A Door In A Wall is run by a hardworking band of plotters, producers and designers. We started by creating a series of mystery events for friends, and have been designing and running immersive treasure hunts and exciting games since 2010.
Tom is the fearless leader of A Door In A Wall's activities and has an excellent knowledge of the nooks and crannies of central London. He has been sending people on wild clue chases since 2005, and when not designing games he spends his spare time designing games: he's that kind of person.
Sam is a writer of what he describes as long short stories and alarmingly short feature films; despite this he has won plaudits such as the Free Spirit Award at the Warsaw Film Festival. He's a born-again DM and loves playing all types of games, whenever his children let him.
A Door In A Wall gives puzzle geek Tom an outlet for madder creative ideas which may not be so welcome in his other life as an actuary. He loves constructing devious plot twists and fiendish clues, which occasionally need reining in by more pragmatic team members.
Lachlan is an actor who we've convinced to act as creative director for our games, filling them with as many dramatic role-play elements as we think of. He sometimes refers to himself as a dramaturg, which we interpret as 'free-floating agent of chaos'.
Charlie joined as an actor but we decided to keep him as he wouldn't stop coming up with good ideas. With a background in marketing and brand management, he likes working on our private events and is the only one of us who genuinely loves using PowerPoint.
Ros loves to throw together an adventure, and we give her plenty of opportunities for her to roll up her sleeves and get practical. Whether she's walking for miles in search of just the right location, writing a pun-filled piece of copy or coordinating clues in the field, Ros is probably five paces ahead of you.
Megan is our resident graphical supremo, designing everything from posters to the visual polish for all our clues. Her design work is, if anything, too good, meaning our puzzles blend in so well players walk past them several times before realising it's a clue.
Robin is responsible for the technological wizardry that goes into our games, unsurpassed in his fondness for Docker, Twilio and ES2015, and the impressive ability to discuss these in a room full of people who will never understand what he's saying. But we usually suspect he's making a pun again.