Alistair Aitcheson's Blog
Indie developer building local multiplayer installations and live performances. His work often involves physical contact and social interaction, often by encouraging players to cheat. He has work installed at the National Videogame Arcade in Nottingham, UK, and in the Game Science Center in Berlin.
He also works in educational software, producing games for Sparx Ltd, prior to which he developed iOS games including Greedy Bankers and Slamjet Stadium.
He has spoken at GDC Europe, Develop Conference and GameHorizon, among other conferences.
Develop Magazine 30 Under 30 (2011)
Eurogamer Indie Games Arcade Finalist (2011, 2014)
Nominee: Best Developer, Pocket Gamer Awards (2014)
Winner: Media Choice, IndieCade (2015)
Nominee: A MAZE Awards (2016)
Spirit of the Festival Award, GameCity (2016)
Nominee: Out of Index (2017)
Playful installation creator Alistair Aitcheson discusses the way we perceive game realities and the world around us. Reflecting on his own projects, he argues that what we believe exists in a game world is determined by what makes us care.
Alistair Aitcheson's live stage show invites audiences to improvise, become human controllers, and solve puzzles together. Its creator discusses the show's award-winning first run, his design goals and the lessons learned reinventing games for the stage.
Big-scale touchscreens enable incredible local multiplayer experiences. Designer Alistair Aitcheson reflects on his work building a party game for a 27-inch device, on bringing physicality to play, and how these as-yet niche games may reach an audience.
Local multiplayer games are increasingly pushing the envelope, providing experiences only possible with real-world human interaction. Indie developer Alistair Aitcheson looks into the opportunities shared physical play offers, especially on tablets.
Alistair Aitcheson's Comments
[Blog - 12/13/2016 - 10:09]
Thanks very much : I ...
Thanks very much : I want to play around with the games and setup for the Mega Cooperator at the beginning. The other games have quite an obvious pacing to them. I can anticipate their length at roughly 8 minutes, and it 's obvious when they end. Sonic 2 can ...
[Blog - 06/17/2014 - 09:09]
[Blog - 04/11/2013 - 02:25]
Fascinating postmortem. Thanks very much ...
Fascinating postmortem. Thanks very much for sharing your experience I 'm a big fan of the game myself, and it 's particularly interesting to find out about how much effort and iteration went into the visual style.
[Blog - 03/18/2013 - 12:28]
Really enjoyed reading this I ...
Really enjoyed reading this I think you make some great points about emotional feedback, and your point about the control system is spot on. The restricted control system makes sense in a social set-up - after all, players have plenty to laugh about if they get it wrong Over the ...
[Blog - 03/04/2013 - 10:00]
I wouldn 't say most ...
I wouldn 't say most shared-screen games are similar experiences to existing board games, as the technology means you can do things that just wouldn 't be possible in a board game. Players don 't need to worry about scorekeeping or timing, you can introduce variations easily on the fly, ...