Design Philosophy

A good game is a springboard for the player's own creativity, and a space for emotional connection. Achieving this relies on the designer creating a sense of trust with the player.

Alistair's driving belief is that a game should not just be a product for a player to consume. It is what the player brings to the game themselves that makes it unique, meaningful and memorable.

Enabling creativity can empower a player to make the game their own. They can use games to express the feelings they keep hidden, or the personality traits they hold back. Games create a safe space for trying out ideas.

As a designer he sees players as his stage partners: equal creative voices creating the play experiences with him. He draws a lot of inspiration from the world of clowns, who make direct connections with the audience and develop material in-the-moment through freeform play.

Alistair often talk about his process on his blog and his podcast. Whether it's games, shows or art pieces, every project is a chance to test an idea. An idea about who we are, about how we experience the world, and what we can find in the unexpected.

Career History

Alistair began developing games over 20 years ago. He started working full-time as a game developer after graduating university in 2010.

Education

He studied Mathematics at the University of Warwick, graduating with an Undergraduate Master's degree with First Class Honours.

From 2008 to 2009 he spent one year as an ERASMUS exchange student at the elite École Normale Supérieure in Lyon, France. There he was taught and studied entirely in French, and developed high-level French language skills.

Indie Games

In 2011 he released his first mobile games into the Apple App Store. He developed these games, from design to final release, as a one-man studio. Bringing these games to market, he took on the challenges of building an independent games business, including press and marketing, and proving out his plans with minimum viable product versions of his games.

His efforts were rewarded with front-page App Store placement for Slamjet Stadium - his fourth iOS game - in 61 countries. He also developed a process of using live in-person testing, acid-testing a game's unique selling point, and letting their instinctive reactions inspire better designs.

Alternative Controllers

In 2014 he began building alternative-controller games aimed at museums and public events, drawing on his games' propensity to get players socialising, and to create memorable moments players would talk about afterwards. His games often get players moving, and encourage them to be silly, chaotic and creative.

He also uses these same methods to get players emotionally engaged. In 2018 his award-nominated The Book Ritual used a modified paper shredder as a way to help players connect with the emotions around grief and loss.

Games for the Stage

In 2016 he created his first stage show, The Incredible Playable Show. This set off a chain of stage performance creations, drawing on classic console emulation, dancing, painting and clown theatre. He also develops interactive livestreams, transferring the chaotic joy of his stage work into playful broadcasts where the viewers control the action.

His stage performances are energetic, fearless and inclusive. He always makes an effort to get every audience member actively involved in the show. His philosophy is that every player should go home knowing the show would have been different if they weren't there.

Educational Software

From 2013 to 2025 he was contracted as a games expert by Sparx Maths, designing and developing educational games for their platform, and creating innovative learning tools for their Discovery R&D team.

There, he designed games to test hypotheses of digital learning proposed by the company's pedagogy specialists. I developed several of these into finished games as part of the Sparx learning system, that are used in Maths teaching by over 2200 UK schools.



Awards

2022

IndieCade: Performance Award Winner (Artholomew Video's Stream Challenge)
PLAY22 Hamburg: Most Creative Game Award Winner (Artholomew Video's Stream Challenge)
A MAZE Berlin: Nominee (Artholomew Video's Stream Challenge)

2019

A MAZE Berlin: Honourable Mention (The Book Ritual)
Alt.Ctrl.GDC: Finalist (The Book Ritual)

2018

EGX Leftfield Collection: Official Selection (The Book Ritual)
PLAY19 Hamburg: Most Creative Game Nominee (The Book Ritual)

2017

IndieCade: Jury Choice Award Winner (The Incredible Playable Show)
Out of Index: Official Selection (Codex Bash)

2016

A MAZE Awards: Nominee (Codex Bash)
GameCity: Spirit of the Festival Winner (The Incredible Playable Show)

2015

IndieCade: Media Choice Award Winner (Codex Bash)

2014

Pocket Gamer Very Big Indie Pitch: Winner (Tap Happy Sabotage)
EGX Leftfield Collection: Official Selection (Tap Happy Sabotage)
Pocket Gamer Awards: Best Sports/Driving Game Nominee (Slamjet Stadium)
Pocket Gamer Awards: Best Developer Nominee

2013

BAFTA Breakthrough Brits: Shortlisted
Pocket Gamer: Gold Award (Slamjet Stadium)

2011

Develop Magazine 30 Under 30
Eurogamer Indie Games Arcade: Finalist (Greedy Bankers vs The World)
Tap! Magazine: Game of the Week (Greedy Bankers vs The World)



Talks

A MAZE 2016, Berlin
Inspiring Inventive Play with Social Installations
20 - 23 Apr 2016

GDC Europe 2015, Cologne
Design Lessons from Multiplayer Installations
3 Aug 2015

JOIN Local Multiplayer Festival, Berlin
Party Games for Physical Spaces
1 Aug 2015

Indie Game Collective, London
Host: Microtalks
Learning from Positive Feedback
6 March 2015

Develop Conference 2014, Brighton
Thinking Bigger: Developing for Large-Scale Touchscreens
8 July 2014

Indie Games Collective Conference, London
Working with Large Touchscreens
21 March 2014

ExPlay 2013, Bath
Human vs CPU: Unconventional Ways to Challenge Players
31 Oct 2013

GDC Europe 2013, Cologne
Getting Physical with Tablet Multiplayer
20 Aug 2013

Develop Conference 2013, Brighton
Getting Physical with Tablet Multiplayer
9 July 2013

GameHorizon 2013, Newcastle
Re-imagining Multiplayer on Tablet
9 May 2013

Develop Conference Brighton
Indie Dev Day Talk
Indie Exposure: Tackling the Challenges
12 July 2012

Articles