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Alan Patmore

Game Credits


Chinatown Detective Agency (2022)   (Executive Vice-President & General Manager)
Archvale (2021)   (Executive Vice President & General Manager)
Dodgeball Academia (2021)   (Executive Vice-President)
Flynn: Son of Crimson (2021)   (Executive Vice-President & General Manager)
Into the Pit (2021)   (Executive Vice-President & General Manager)
Unpacking (2021)   (Executive Vice-President & General Manager)
Unsighted (2021)   (Executive Vice-President, GM)
The Wild at Heart (2021)   (Executive Vice-President & General Manager)
Carto (2020)   (GM)
Fae Tactics (2020)   (GM)
Ikenfell (2020)   (GM)
One Step from Eden (2020)   (GM)
Project Wingman (2020)   (GM)
Ring of Pain (2020)   (GM)
Crying Suns (2019)   (GM)
Void Bastards (2019)   (GM)
The Suffering: Ties That Bind (2005)   (Studio Head)
The Suffering (2004)   (Project Director)


Iron Brigade (2011)   (VP, Product Development)
Sesame Street: Once Upon a Monster (2011)   (VP, Product Development)
Stacking (2011)   (VP, Product Development)
Costume Quest (2010)   (VP, Product Development)
The Suffering: Ties That Bind (2005)   (Studio Head)
The Suffering (2004)   (Project Director)
The Lord of the Rings: The Fellowship of the Ring (2002)   (Project Director)


Drakan: The Ancients' Gates (2002)   (Lead Design)
Drakan: Order of the Flame (1999)   (Lead Design)

Developer Biography

As game visionary and project director, Alan steers each game to completion, keeping the 'fun factor' intact throughout production. Alan is also in charge of strategic planning, establishing and executing corporate goals and formulating development policies.

Biggest achievement? "Getting married two weeks before going gold on Drakan: Ancients' Gates," Alan recalls. "I was managing my work schedule, wedding duties while sleeping 3-4 hours a night - if it wasn't for my wife, I would have gone insane."

Why make video games? "I spent a large portion of my life playing games. I figured I might as well get paid for it."

What got you started? "My dad bought a pong machine (pre Atari 2600) when I was five and I have been hooked on designing and playing video games ever since. My first job after college was as a marketing assistant – but after a year, I realized that this was cutting into my game play time so I started Surreal."

Source: Selected articles from Surreal Software Official Company Website


Last updated: Jun 19, 2004

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