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Nate Martin

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Nate Martin
Born
Nathan Burk Martin

(1983-01-13) January 13, 1983 (age 41)
NationalityAmerican
OccupationCEO
Websitehttp://www.puzzlebreak.com

Nate Martin (born January 13, 1983) is an American entrepreneur, game designer, and software executive. He is the co-founder and CEO of the escape room company Puzzle Break.[1] He is often referred to as the "Founding Father of Escape Rooms."[2][3] [4][5][6][7]

Early life and education

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He is an alumnus of the DigiPen Institute of Technology with a Bachelor of Science in Real-Time Interactive Simulation and Computer Science.[8][9]

Career

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Martin was recruited by Microsoft early in his career[8] and also worked as a software executive for Electronic Arts before founding Puzzle Break, the first escape room company in the United States, in 2013.[10][11] Martin funded the company with an initial $7,000 investment and grew the company yearly revenue into $1 million by 2016.[12]

Martin is a frequent lecturer and podcast guest on the topics of escape rooms, interactive entertainment, and entrepreneurship. His interviews have appeared in the New York Times,[13] Entrepreneur Magazine,[14] and Forbes.[15] In 2017, he spoke on the future of experiential storytelling at the Sundance Film Festival.[16]

References

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  1. ^ Kornelis, Chris. "Unlocking the Business Secrets of Escape Rooms". The Wall Street Journal.
  2. ^ ESTATENVY. "Nate Martin's Puzzling Design Theory". ESTATENVY | Home Industry News. Retrieved 10 June 2021.
  3. ^ "Escape Room Blogs, Conferences, Groups, and Podcasts". Xola University. 21 May 2018. Retrieved 10 June 2021.
  4. ^ "Nate Martin Broke Out By Locking People in Rooms". Jewish in Seattle Magazine. Retrieved 10 June 2021.
  5. ^ "How Escape Rooms Made Me a Better Traveler". The Discoverer. 2 March 2020. Retrieved 10 June 2021.
  6. ^ Tady, Scott. "Beaver grad pioneered escape rooms and now leads the pivot to digital". The Times. Retrieved 10 June 2021.
  7. ^ Malki, Jason (22 June 2020). ""How to create a fantastic work culture" with Nate Martin Co-Founder & CEO of Puzzle Break". Medium. Retrieved 10 June 2021.
  8. ^ a b Tady, Scott. "Beaver grad pioneered escape rooms and now leads the pivot to digital". The Times. Retrieved 10 June 2021.
  9. ^ "Graduate Entrepreneur Brings People and Puzzles Together - News & Events - DigiPen Institute of Technology". News & Events - DigiPen Institute of Technology. 6 April 2015. Retrieved 17 March 2017.
  10. ^ Okeson, Christina (29 April 2016). "We've got 60 minutes to figure out how to escape the room". Hearld Net.
  11. ^ Miller, Carolyn (4 November 2019). Digital Storytelling 4e. CRC Press. ISBN 9780429801839.
  12. ^ Headon, Abbie (7 June 2018). The Power of YES. Octopus Publishing. ISBN 9781781576137.
  13. ^ Glusac, Elaine (5 August 2016). "When 'Get Out!' Is Just a Game". The New York Times. ISSN 0362-4331. Retrieved 17 March 2017.
  14. ^ Halpern, Ashlea (5 December 2016). "How To Make Money In Trendy Businesses-And Survive When The Trend Ends". Entrepreneur. Retrieved 17 March 2017.
  15. ^ Stone, Zara. "Escape The Startup Is A Terrifying Twist On Silicon Valley Culture". Forbes. Retrieved 31 March 2017.
  16. ^ "How escape rooms and live theater are paving the way for VR". The Verge. 7 February 2017. Retrieved 17 March 2017.