Zoe Engeman, 8 October, 2024
During the 2020 lockdowns, like many of us, Alexander Bayliss found himself at home, exploring his hobbies. For Alex, this meant immersing himself in online gaming—until inspiration struck: why not create his own board game? After two years at his kitchen table, meticulously designing and playtesting his first game entitled We Forlorn Few, Knifedge Games was born. Alex dives into his experience starting a business and his mission to craft experiences accessible for seasoned gamers and newcomers alike.
What inspired you to start Knifedge Games?
I started designing We Forlorn Few during the pandemic lockdowns. I was playing a lot of games online and I suddenly found myself fixated on the idea of making my own board game. It all just sort of spiralled out of control from there. The game got to a point where I was going to need to commit significantly more time and money in order to get it to the place I wanted it to be. I started reaching out for help, and the company is what followed.
Can you tell us more about your game We Forlorn Few?
We Forlorn Few is a survival game where 3-5 players must manage resources in order to cross the American West. But there is a deadly twist that allows any travellers who fail to make it and perish in the wilderness, to return to hunt down those that remain.
How did your experiences at QUT influence your journey as a game designer and business owner?
What were some of the biggest challenges you faced when starting Knifedge Games, and how have you overcome them?
Coming from a background as a creative, a lot of the requirements for starting a small business were foreign to me. I knew how to take an idea and turn it into something tangible but I didn’t know how to start a business. I didn’t know how to design a ‘product’. I didn’t know how to work with manufacturers. There were a lot of times I needed to embrace my lack of knowledge and seek out people to offer support and who would tolerate my unending questions.
Can you share some insights into your game development process, from the initial concept to the final product?
How do you ensure your games are inclusive and enjoyable for both seasoned gamers and newcomers?
For We Forlorn Few, it was ensuring that players are only ever interacting with a small amount of rules at any given time. This keeps players from getting overwhelmed or getting stuck with decision paralysis.
How do you balance creativity and business management in your role?
What advice would you give to other QUT alumni considering starting their own business?
GO FOR IT! Be passionate, be nerdy.
At first, I didn’t fully appreciate how far just being enthusiastic about the thing I was already excited about was going to take me. So be unashamed to be nerdy about the things you’re nerdy about.
And if you ever find yourself thinking you’re the smartest person in the room, then find people who intimidate, challenge, inspire, and help you grow. Be prepared to be humbled and embrace it.
And just for fun…if you could invite any three fictional characters to a game night, who would they be and why?
- Ian Malcolm from Jurassic Park—I want to hear his rants and watch him come up with some big-brain strategies.
- Leslie Knope from Parks and Recreation—She’s enthusiastic, always keen for organised fun and would be diligent with big rule books.
- While they are never seen on screen, whoever it was that invented Jumanji … I have questions.
Alexander Bayliss
QUT degree - Bachelor of Creative Industries (2010) and Master of Creative Industries (2012).