games and places

I'm a game designer, previously at Hide&Seek and then independently. In 2015, I founded Matheson Marcault with Sophie Sampson; we make games rooted in physicality and embodiment, often site-specific. We also run Now Play This, an annual festival of games and play at Somerset House.

Most of my current work is over at the Matheson Marcault website.

other games

Not everything I make is an event or installation that vanishes as soon as it's over. These games, both physical and digital, are a little more persistent...

For more recent work, see Matheson Marcault.

Pornography for Beginners / December 2014 A block-pushing news game about the changes in pornography laws in the United Kingdom.

Pornography for Beginners / December 2014

A block-pushing news game about the changes in pornography laws in the United Kingdom.

How To Be A Blackbird / May 2014 A game about how to be a blackbird in a city. It takes around 10-15 minutes to play, and is best with sound.

How To Be A Blackbird / May 2014

A game about how to be a blackbird in a city. It takes around 10-15 minutes to play, and is best with sound.

Karaokards / with Ste Curran / 2014 I've been working with Ste Curran on Karaokards, a playful, social card game designed to be played alongside a karaoke session, helping newcomers feel at ease and giving old hands a reason to try new songs. We're currently working on getting it printed up; you'll be able to order decks of cards in a few weeks.

Karaokards / with Ste Curran / 2014

I've been working with Ste Curran on Karaokards, a playful, social card game designed to be played alongside a karaoke session, helping newcomers feel at ease and giving old hands a reason to try new songs. We're currently working on getting it printed up; you'll be able to order decks of cards in a few weeks.

Castle, Forest, Island, Sea / Hide&Seek / 2013 An adventure story set in a castle. Players wander through the castle exploring ideas of reason and action, while walls crumble around them and irritating blackbirds bicker. Designed for the Open University's philosophy course.

Castle, Forest, Island, Sea / Hide&Seek / 2013

An adventure story set in a castle. Players wander through the castle exploring ideas of reason and action, while walls crumble around them and irritating blackbirds bicker. Designed for the Open University's philosophy course.

Boardgame Remix Kit / Hide&Seek / 2010 Alex Fleetwood, Kevan Davis, James Wallis and I wrote the Boardgame Remix Kit, a collection of 26 new games you can play using boardgames you probably already own. Monopoly, Trivial Pursuit, Cluedo and Scrabble are all represented.

Boardgame Remix Kit / Hide&Seek / 2010

Alex Fleetwood, Kevan Davis, James Wallis and I wrote the Boardgame Remix Kit, a collection of 26 new games you can play using boardgames you probably already own. Monopoly, Trivial Pursuit, Cluedo and Scrabble are all represented.

Semaphoria / various venues / 2009-2012 Semaphoria is a game for 10 to 20 players in two teams. Each team invents a flag languages, and uses it to transmit increasingly silly instructions - while keeping their code secret. It's run at You Are GO! in Berlin, at the Southbank Centre and the ICA as part of the Sandpit, and in many other venues. The rules are available under a creative commons licence.

Semaphoria / various venues / 2009-2012

Semaphoria is a game for 10 to 20 players in two teams. Each team invents a flag languages, and uses it to transmit increasingly silly instructions - while keeping their code secret. It's run at You Are GO! in Berlin, at the Southbank Centre and the ICA as part of the Sandpit, and in many other venues. The rules are available under a creative commons licence.

Trap Street / various venues / 2008-2013 Trap Street is an installation game that invites players to construct a map of their local area, populating it with lies and truths - can they trick the next players? It's run at Sandpits and independent events across the UK, and its rules are available under a creative commons license for people who would like to run it themselves.

Trap Street / various venues / 2008-2013

Trap Street is an installation game that invites players to construct a map of their local area, populating it with lies and truths - can they trick the next players? It's run at Sandpits and independent events across the UK, and its rules are available under a creative commons license for people who would like to run it themselves.

Review! the Game / 2011 One of my silliest games - a discussion game where players take the part of different guests on a cultural discussion show, arguing about imaginary works of art that are generated afresh for each round.

Review! the Game / 2011

One of my silliest games - a discussion game where players take the part of different guests on a cultural discussion show, arguing about imaginary works of art that are generated afresh for each round.

Battlefield / Hide&Seek / 2010 "Battlefield" is a playground game designed for the BBC's Hands on History Normans season, designed to introduce 7- to 11-year-olds to the idea of the Battle of Hastings. It's intended for groups of children to play, and is available as a ruleset for teachers and playleaders here (pdf). 

Battlefield / Hide&Seek / 2010

"Battlefield" is a playground game designed for the BBC's Hands on History Normans season, designed to introduce 7- to 11-year-olds to the idea of the Battle of Hastings. It's intended for groups of children to play, and is available as a ruleset for teachers and playleaders here (pdf). 

Other pervasive games / 2008 onwards I've also written up the rules to some of the other pervasive games I've designed over the years: have a look for bees, city-building, story-telling and balloons.

Other pervasive games / 2008 onwards

I've also written up the rules to some of the other pervasive games I've designed over the years: have a look for bees, city-building, story-telling and balloons.

email: holly@hollygramazio.net // twitter: @severalbees