Alistair began developing games as a teenager in 2001. He started working full-time as a game developer after graduating university in 2010.
He studied Mathematics at the University of Warwick, spending one year as an ERASMUS exchange student at the elite Ecole Normale Supérieur in Lyon, France.
He graduated with First Class Honours, achieving the mark of 85% for his final year, and being awarded a mark of 95% for his final-year project on the Mordell-Weil Theorem.
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.
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.
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.
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.
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 the 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.
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)
A MAZE Berlin: Honourable Mention (The Book Ritual)
Alt.Ctrl.GDC: Finalist (The Book Ritual)
EGX Leftfield Collection: Official Selection (The Book Ritual)
PLAY19 Hamburg: Most Creative Game Nominee (The Book Ritual)
IndieCade: Jury Choice Award Winner (The Incredible Playable Show)
Out of Index: Official Selection (Codex Bash)
A MAZE Awards: Nominee (Codex Bash)
GameCity: Spirit of the Festival Winner (The Incredible Playable Show)
IndieCade: Media Choice Award Winner (Codex Bash)
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
BAFTA Breakthrough Brits: Shortlisted
Pocket Gamer: Gold Award (Slamjet Stadium)
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)
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
"This is anarchic, free-wheeling indie gaming at its finest, and shows just how far a bit of innovation can go"
9 out of 10, Gold Award
PocketGamer