Abzu

I’m Alex Wiltshire. I write and consult on videogames, design and technology. I write for publications including Rock Paper Shotgun, PC Gamer, Gamasutra, Eurogamer and Edge magazine.

I have also written many books, including Britsoft: An Oral History and Minecraft Blockopedia. You can find the full list of my books here.

I’m currently editing a book called Japansoft: An Oral History, and writing an unannounced title for Thames & Hudson.

I also work as publishing editor for Mojang, the developer of Minecraft, where I uphold its high standards for officially licensed books and other merchandise. It means I guide the development of novels, comics, guides and sales literature for Minecraft.

And I’m a member of the popular PC gaming podcast The Crate & Crowbar, where I chat with my friends about cool games and design, sometimes coherently.

I frequently speak at literary events on Minecraft, at universities and industry events such as the Develop conference, and regularly serve on judging panels, including the BAFTA Games Awards and IGF.

The Witcher 3: Blood and Wine

I’ve previously been head of communications at Sensible Object, working on the tabletop/videogame hybrid Beasts of Balance. I was a co-curator of the V&A Museum’s Videogames: Design/Play/Disrupt exhibition during its early stages. And from April 2013 to August 2015 I was communications manager at Hello Games, where I worked on No Man’s Sky.

Before joining Hello Games I was editor of Edge, where I worked for six years across its magazine and website. I developed my journalism career on the design and architecture magazine Icon and as a web editor for Channel 4.

Thumper

Things I’ve written

A few of my favourite things here:

  • Cuttings - A reflection on collecting, memory, and my grandma’s dementia
  • Tactics - Advance Wars versus chess versus my mate Dave
  • Last Day of School - My son, Spelunky, and open-ended games

Elsewhere, I write a fortnightly column on game design for Rock Paper Shotgun called The Mechanic, which takes deep dives into the stories behind specific design features. Some of my faves are on Playerunknown’s Battleground’s cargo plane, how Playdead designed Inside’s levels, and the long, hard, journey behind the design of Dead Cells’ player builds.

Here’s work I’ve recently referenced (check my Twitter for more up to date articles):

The Stanley Parable