I'm known as "The IP Guy" in the escape room community, an immersive attraction and escape-room design leader who focuses on Licensed IP and Attractions. I have designed and shipped/published video games, board games and Live attractions. Most recently I created The Tomb Raider Experience Seattle, drawing on a background rooted in film, theme parks, and animatronic character work, with a materials-first approach to scenic fabrication and animatronics at Universal Studios. Since founding Hourglass Escapes in 2016, I’ve translated licensed and original IP into location-based attractions and escape rooms, leading projects end-to-end from design through fabrication, installation, and operational launch, while managing a team of 25+ creative, technical, and operational professionals. I’m passionate about shaping experiences that scale and stay true to brand while delivering a high-quality guest journey. My work spans licensing, narrative and experience design, world-building, and hands-on fabrication, with a track record of delivering high-throughput experiences that reset reliably and impress guests time after time.

Seth A. Wolfson

I'm known as "The IP Guy" in the escape room community, an immersive attraction and escape-room design leader who focuses on Licensed IP and Attractions. I have designed and shipped/published video games, board games and Live attractions. Most recently I created The Tomb Raider Experience Seattle, drawing on a background rooted in film, theme parks, and animatronic character work, with a materials-first approach to scenic fabrication and animatronics at Universal Studios. Since founding Hourglass Escapes in 2016, I’ve translated licensed and original IP into location-based attractions and escape rooms, leading projects end-to-end from design through fabrication, installation, and operational launch, while managing a team of 25+ creative, technical, and operational professionals. I’m passionate about shaping experiences that scale and stay true to brand while delivering a high-quality guest journey. My work spans licensing, narrative and experience design, world-building, and hands-on fabrication, with a track record of delivering high-throughput experiences that reset reliably and impress guests time after time.

Available to hire

I’m known as “The IP Guy” in the escape room community, an immersive attraction and escape-room design leader who focuses on Licensed IP and Attractions.

I have designed and shipped/published video games, board games and Live attractions.

Most recently I created The Tomb Raider Experience Seattle, drawing on a background rooted in film, theme parks, and animatronic character work, with a materials-first approach to scenic fabrication and animatronics at Universal Studios. Since founding Hourglass Escapes in 2016, I’ve translated licensed and original IP into location-based attractions and escape rooms, leading projects end-to-end from design through fabrication, installation, and operational launch, while managing a team of 25+ creative, technical, and operational professionals.

I’m passionate about shaping experiences that scale and stay true to brand while delivering a high-quality guest journey. My work spans licensing, narrative and experience design, world-building, and hands-on fabrication, with a track record of delivering high-throughput experiences that reset reliably and impress guests time after time.

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Language

English
Fluent

Work Experience

Creative Director / Lead Game Designer at Hourglass Escapes LLC / Hourglass Attractions LLC
January 1, 2016 - January 1, 2025
Built a location-based entertainment studio around a simple standard: the experience must work on the floor, with real guests, on a real schedule. Combined licensed IP adaptation, scenic build realities, and game systems that could run cleanly at scale. Oversaw the full chain from feasibility and build choices through game design, install, and day-to-day operation, with a focus on guest flow, reset discipline, show quality, and brand fidelity.
Medical Simulation Specialist / Mold Maker at Pacific Research Laboratories
January 1, 2007 - January 1, 2019
Built production-grade silicone skins and cast components for medical training models, standardized mold-making and casting methods to improve repeatability, and solved wear/failure issues by adjusting materials and finishes.
Medical Prosthetics Lab Manager / Artist at Multiple Locations
January 1, 2005 - January 1, 2006
Handled full build path for silicone pieces: life-casting, sculpt, mold work, casting, and final finish.
Scenic Figure Finish Artist / Weekend Lead at Universal Studios Orlando
January 1, 1996 - January 1, 2003
Kept show-critical scenic figures and animatronic finishes on-model in a live park environment; repaired and refinished animatronic skins and scenic surfaces to match color, texture, and wear patterns for durable operation.
Wax Figure Artist at Ripley’s Entertainment (Wax Figure Shop)
January 1, 1994 - January 1, 1996
Repaired and refined wax figures, matching color and texture, while maintaining show fidelity in a high-volume production environment.

Education

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Qualifications

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Industry Experience

Media & Entertainment, Gaming, Professional Services, Travel & Hospitality