• “Interplay created a communications activity designed to create personal involvement and commitment to T-Mobile goals while raising awareness of sales and engineering strengths.

    The event engaged over 70% of our employees with creative solutions, and an amazing transformation from a ‘meeting’ to a successful learning event.  “

    - Posy Gering, Senior Manager, Communications  T-Mobile

Interplay

Interplay replaces “I have to” with “I want to”, driving your audience toward your goals with less effort and a successful outcome.

Our core Experience Designers and teams of specialized partners turn your unique story and objectives into an experiential space that pulls your audience into discovering and remembering your message, drawing on the belief that people are innately curious, social, and playful.

One common thread is the team’s intersection with Entros, a ground-breaking company that fused teambuilding, discovery learning, and social entertainment with a compelling story. During its brief life, Entros was a fertile R and D lab for experiential learning and social interaction that provide a unique perspective and knowledge base of our core team.

The Core Team

Rob Hyman - Chief Experience Officer
As the Chief Experience Officer for Interplay Experience Design, Rob leads a galaxy of creative minds and experts that capitalize on the mostly untapped human potential for creativity. As Chief Experience Officer Rob serves as “Senior Editor” of all the complex and often revolutionary ideas and solutions that comes out of Interplay.

Rob’s interest in experience design started in his early days creating sets, props, lighting, sound, and special effects for professional theaters ranging from Alaska to Broadway. Jumping from the presentational world to the interactive, Rob took up multiple design and execution as technical director, production manager, and game designer roles for Entros before starting Interplay in 2003.

His DNA testing reveals 27% experiential designer, 12% inventor, 16% technical director, 36% producer, and 22% game designer… ideal for creating experiential projects that deliver effective organizational learning and development, drive participation and open minds to new ideas.

Michael Adams – Experience Designer
After four years teaching high-school English, Michael decided his mad genius could be better used elsewhere. Arriving in Seattle, he found his way to Entros where he designed interactive activities for local and national clients.

Moving forward into his passion for game design, he now has over thirteen board games either under development or on the market. He’s developed games for Disney, Microsoft Cranium and Mattel. His work has won the Parents’ Choice Award, Dr. Toy’s “Best Toy” award four Oppenheim Platinum’s and has twice been named the Toy Industry Association’s Toy of the Year.

Shawn Beleya - Experience Designer
With an extensive background in live theater and interactive design, Shawn has a developed a deep understanding how people interact and learn in complex play situations.

Shawn was a game designer on “Broken Line,” MSN’s alternate reality web-based Experience and was part of the team that patented the Multi-Media Odyssey Experience at Entros.

Shawn is also the founder of One World Theater in Seattle and has produced, acted in or directed countless plays including Alice in Wonderland, Kilroy was here, and Waiting for Lefty.

Ray C. Freeman III – Experience Designer
When he’s not collecting every gadget he can get his hands on, Ray continues to design a variety of architectural visions and complex interactive programs, including the many software engines that run behind our Experiences.

He’s taught at the Career Discovery Program at the Harvard School of Design, The Boston Architectural Center and The Department of Architecture at the University of Washington and has been a visiting lecturer or critic at Cornell University, Cornish School of the Arts, and University of Washington. Ray has also been recognized as an innovator in Computer Aided Design and has spoken widely on the topic.

He’s shown both three-dimensional work and paintings at a group show in Seattle, has published two books and several articles, and recently designed and built his own architectural expression of a dwelling; his (soon to be award winning) house.

William Moore – Experience Designer
As an artist who co-founded Potatohead Gallery and created installation-based work for a nationally recognized art cooperative, Bill’s aesthetic visions are on par with his ability to create the smallest game prop to the largest set for a company strategic launch.

A Seattle native, Bill’s considerable experience as a visualist for movies, commercials, theater, and art all came into play during his tenure as a game designer and art director for Entros. Moving forward into film, Bill produced and art-directed sets and props for a variety of films including the design and production of a special prop for the film Red Dragon.

Bill drives the design and expression of the many dimensional components that combine to form a successful Interplay Experience, along with a hand in every aspect of our successful execution.