Game, systems, technical and level design work on various AAA franchises covering both single and multiplayer. You might have seen my work in Horizon: Zero Dawn, Killzone or GTA. Practiced public speaker and pitcher. Whiteboard pro.


"His positive attitude is motivating to be around ... I highly recommend Alastair and would hire him without hesitation."
Troy Mashburn
Lead Combat Designer at Guerrilla Games
"... can be trusted to lead cross-discipline teams in the production of intricate gameplay systems. Methodical, driven, committed and calm, Ally would add significant value to any design team."
Martin Connor
Design Director at Sumo Digital
"I would wholeheartedly recommend Alastair to any game studio out there and will miss working with him!"
Eric Boltjes
Lead Designer at Guerrilla Games
"Beyond being a connoisseur of fine Scottish whisky, Ally is an exceptional designer capable of looking at systems analytically from both the player's and developer's perspective."
Dan Nanni
Lead Designer at Boss Key Productions Inc
"...we offered Alastair a full time engineering position which he declined to pursue his interest in game design"    
Rob Anderberg
Technical Lead at Realtime Worlds
"... a mentor who greatly influenced me at the start of my career."
Jethro Jongeneel
Junior Game Designer at Rebellion
"If the opportunity ever arises, I’d love to work with Ally again as he is a warm and genuine guy who will always ably apply his considerable talent to a project."
Malcolm Shortt
Global Lead VFX Artist at Rockstar North

The Book

I'm currently writing the game design book I've always wanted to read. It’s an insanely practical, concise and well researched guide to help you with the trickiest parts of development. 

The Happy Game Designer (working title!) is all about improving yourself and your team. It offers real, battle tested advice on developing people skills, communicating ideas more effectively, handling creative conflict and plenty of other topics that are hugely important, but rarely discussed in the games industry.

The Games

I make and design video games. I love it. I might be addicted. I dig systems design, level design and figuring out how to make great games happen. I’m not afraid of a little code either.  

Party Pugs

Lead Creative, Steely Glint Games

My studio's first original IP developed with the help of our publisher All 4 Games. The 4.7 rated Party Pugs was featured by Apple, charted at #2 in the Puzzle category and higher than Pokémon GO at launch. We were nominated for two awards including best puzzle game and got a nice mention on Kotaku. Party Pugs features 40+ Pugs, 100+ levels, developed in Unity and available on Google PlayiTunes and Amazon Kindle. I handled the business development, planning, design and a lot of the coding. The team worked remotely and comprised 6 talented contractors to help make it happen.

Horizon: Zero Dawn

Senior Designer, Guerrilla Games

I worked closely with our Creative Director to define, develop and communicate the core player experience at the center of Horizon: Zero Dawn. My main focus was stealth gameplay and associated combat systems, technical implementation, AI behaviors and art asset requirements.

Killzone Shadow Fall

Senior Multiplayer Designer, Guerrilla Games

Launch titles are something special and I'm so proud of what we managed to make in the time we had. I was part of the multiplayer development on the PS4 launch title from pre-production to post launch support. I oversaw, documented, designed, created then balanced our player classes, abilities, gamemodes, scoring systems and player progression. I also managed our analytics workflow, organised worldwide playtests, mentored interns, developed live tiles, activity feeds and collaborated on our web presence with external studios. 

Killzone 3

Multiplayer Designer, Guerrilla Games

Helped push Killzone 3 from alpha through public beta to launch. Work included level creation, systems design and game balancing. Post launch I spent much time on our community forums, created the multiplayer level “Stahl Arms” and oversaw the remake of the classic fan favourite "Radec Academy" level.

GTA IV: The Ballad Of Gay Tony

Multiplayer Level Designer, Rockstar North

Designed and implemented core game modes, key technical systems and core mechanics. If you ever boosted a nitro powered car, that was me. Much fun. 

GTA IV: The Lost & Damned

Multiplayer Level Designer, Rockstar North

Created online missions. Fixed bugs. Was awesome. 

All Points Bulletin 

Junior Software Engineer, Realtime Worlds

Turns out data is cool. During my internship I developed game specific C++ code and an accompanying Windows app to track player behaviour in game and then display this information via charts, graphs and other useful visualisations for our game designers.