The goal isn't to work at an escape room. It's to design, build, operate, and eventually own an escape room company. Every class below is chosen around that.
Five classes. Two of them count cleanly toward the degree, one builds real escape-room skill, and two are there to support me rather than to transfer. Knowing which is which is the whole point.
Standard college core writing. This should fit cleanly into a bachelor's degree plan with no trouble — it's one of the safest classes on my schedule.
Why it matters to the dream: Owning a business means writing constantly — business plans, marketing copy, contracts, staff procedures, and the themed documents and clue text inside the rooms themselves.
Feeds the creative side directly: visual communication, sketching concepts, room ideas, prop planning, scenic concepts, and puzzle visualization.
Why it matters to the dream: Before a room gets built, it gets drawn. This is the class that lets me get an idea out of my head and onto paper where a contractor or a teammate can actually see it.
This is legitimate college math and worth finishing successfully. But it may not be the math the business degree wants.
A support / developmental math course attached to MATH 1332. Its job is to help me pass that class.
First-year college transition, study habits, and career skills. Genuinely useful for getting my footing in college.
I am not trying to finish the associate degree at Angelina. The plan is a deliberate education built around escape-room ownership — not a pile of random credits.
Light load, about 9 hours a semester. Transferable core and business classes, plus art, design, and stagecraft.
Arrive with roughly 36–42 transferable hours, evaluated against the actual degree I want.
Entrepreneurship BBA and a Technical Direction minor. Realistically about three years, not two — and that's fine.
Not just a transcript. Real props, puzzles, electronics, CAD drawings, and a business plan I actually built.
Target is about 9 academic hours in fall and spring so the workload stays manageable, using summers strategically for one or two classes.
If I only get a handful of career-skill electives, these are the highest priority.
No college offers a degree called Escape Room Design. So I'm building one out of nine areas — business and technical direction as the spine, electives filling the gaps.
Entrepreneurship, budgeting, pricing, management, finance, marketing, business law, operations, strategy.
Puzzle flow, clue design, difficulty balancing, pacing, feedback, failure states, player psychology.
Theme, narrative, environmental storytelling, worldbuilding.
Drawing, design, graphics, scenic art, signage, themed documents.
Floor plans, CAD, room flow, hidden spaces, construction drawings.
Scenery, props, fabrication, carpentry, technical direction.
Sensors, electronics, relays, locks, Arduino, automation.
Lighting, sound, video, effects.
Resets, maintenance, staffing, customer flow, safety, throughput.
College alone won't cover every skill. The answer is to build things on my own the whole way through, starting small.
This is the part that protects me from wasted money and wasted semesters.
I am not trying to finish the associate degree. I plan to transfer to SFA and pursue a BBA in Entrepreneurship with a Technical Direction minor. I want my Angelina courses chosen around that transfer plan, while using a few electives for art, theatre, drafting, digital media, and escape-room-related technical skills.