THE NEXT MOVE
2002 Inspired begins2016 Nasdaq listing2019 Hiro's public fund launch2026 Spatial AI enters the picture

People / Founders & investors

Luke Alvarez and the business of the next move

He built Inspired from mobile payments into a listed gaming business. At Hiro Capital, Luke Alvarez is following the trail from virtual sports and shared worlds to computing beyond the screen.

Advertisement

Luke Alvarez returned to King's College, Cambridge, in April 2022 with a question about the future of human communities. The invitation offered pizza and wine. The venue, P3, had once been John Maynard Keynes's flat. It was an agreeable setting for a discussion about how people might spend their time, and who might finance it.

Alvarez had arrived at King's in 1986 to read philosophy. By the time of this return visit, he had built a gaming business, taken it through public markets, left its leadership and helped establish a venture capital firm. His subject that evening was games and the metaverse. Between the undergraduate and the investor lay a career spent discovering how an idea survives contact with customers.

There is a useful way to read that career: as a continuing inquiry into what people do with computers once the computers become less cumbersome. A mobile payment, a simulated football match, a shared virtual world, an AI system operating in physical space. The products change. Alvarez keeps watching the point where technology becomes something people actually use.

A philosopher enters the software business

His education began with first-class honours in philosophy at Cambridge and continued with a Fulbright scholarship at the University of California, Berkeley. Those are conspicuous credentials in a career later associated with virtual sports. They also give the story a pleasingly awkward starting point. A philosophy degree does not come with instructions for running a gaming company.

His professional apprenticeship supplied other kinds of instruction. Alvarez worked as a case leader at Boston Consulting Group. His subsequent roles included vice president of business development at boo.com and chief operating officer of Emap Digital, alongside earlier product management work in American software businesses. Strategy, retail, media and software all appear before Inspired becomes the central entry on his CV.

The variety matters. A product manager has to consider what can be made. Business development asks who will buy it. An operating role adds the less decorative question of whether the organisation can deliver it. Read together, these jobs offer a practical explanation for the breadth of Alvarez's later interests, without requiring a story about a childhood revelation or an inevitable destiny.

There was, however, a creative background. He grew up in a family of poets, writers and gamers. His public biography also describes him as a veteran rock climber. Language, imagined worlds and actual rock make an unusual set of reference points for a financier. They lend some texture to the familiar sequence of degrees, job titles and company names.

Sixteen years inside Inspired

Inspired began in 2002 as a mobile payments business. Alvarez was its co-founder and chief executive. Its later identity would centre on gaming technology and virtual sports, but that starting point is worth keeping in view. The company he helped build changed shape over time. A founder's original idea can be the first room in a much larger house.

He led Inspired onto London's AIM market in 2006. A decade later came its Nasdaq listing, following the transaction with Hydra Industries. Those two dates frame a long stretch of operating work. An exchange bell supplies a photograph; the years between the bells contain the harder business of maintaining products, customers and an organisation capable of serving them.

THE OPERATING YEARS / INSPIRED
  1. 2002Founded as a mobile payments business
  2. 2006AIM listing
  3. 2016Nasdaq listing
  4. 2018Alvarez leaves the company

By 2016, Alvarez was discussing Rush Football Live, an Inspired virtual sports product unveiled at the ICE trade show. The details were wonderfully concrete: high-definition graphics, commentary from Ian Darke, matches available on demand and distribution across mobile and desktop. Anyone expecting a philosopher to remain above the details would have been disappointed. Here was the business of making an invented match feel worth watching.

The same interview described research with consumers and suppliers, and the addition of Mike Tyson to the product portfolio. Entertainment required recognisable personalities, convincing presentation and attention to changing habits. The screen was only the delivery mechanism. The commercial question was whether someone wanted to spend time with what appeared on it.

Visitors meeting at Inspired's busy exhibition stand at ICE 2016
A crowded stand, a practical test: Inspired at ICE 2016. Photograph published with Alvarez's trade-show interview. Image: Yogonet.

His departure came in May 2018. He resigned as director, president and chief executive on May 16. Executive chairman Lorne Weil credited him with helping turn a London mobile technology startup into an international gaming business over fifteen years. That departure gives the Inspired chapter a clear ending. Alvarez's subsequent work belongs to another organisation, with another set of responsibilities.

He also had experience beyond Inspired. He was a co-founding director of The Cloud, the public-access Wi-Fi operator, and served on its board alongside investors from Accel and 3i. Connectivity and entertainment were separate businesses, yet both depended on getting technology into ordinary routines. This is the recurring concern visible across his work: distribution matters as much as invention.

The missing cheque

Alvarez originated the concept for Hiro in 2018. Its first fund launched publicly in October 2019 at €100 million, with bases in London and Luxembourg. His fellow founders were Cherry Freeman, co-founder of LoveCrafts, and Ian Livingstone, whose career included Games Workshop and Eidos. The team combined experience of communities, creative properties and the machinery required to build companies around them.

The relationships had some mileage already. Alvarez and Freeman first worked together at a web commerce startup in 2000. He met Livingstone in China in 2014, and they worked together on mobile games. Hiro's founding group therefore had a history before it acquired a fund name. There is something reassuringly unglamorous about that: people had spent time working together before asking others to trust them with money.

The original proposition addressed a particular shortage. European founders could find angel investors, Alvarez argued, but struggled to obtain the next amounts needed to expand. The gap he identified lay between €1 million and €15 million. A studio could have enough money to begin and still lack the money required to become a durable business. Getting started and getting somewhere were separate financing problems.

“There's a clear lack of post-seed capital, particularly in Europe.”

Luke Alvarez, 2019

This was a useful level of specificity. It gave Hiro a job to do and a group of founders to serve. Games studios and technology businesses needed support with product development, strategy and international expansion as well as funding. For Alvarez, years spent operating a company became part of the firm's offer to people now doing the same thing.

A novel on the investment committee

Hiro takes its name from Hiro Protagonist in Neal Stephenson's 1992 novel Snow Crash. Finance has acquired plenty of names designed to sound solid and geographical. This one arrived carrying a fictional sword. For a founder interested in storytelling and technology, the choice was consistent, and rather more memorable than another mountain range.

The underlying investments gave that literary reference some practical substance. In November 2019, Hiro led a $2.6 million Series A round in LIV, a mixed-reality streaming platform. LIV addressed the spectator's problem: watching someone inside a virtual environment is more compelling when the viewer can see how the person interacts with it. The investment connected the experience of playing with the experience of watching.

By February 2022, Hiro announced a second fund of €300 million. Its first fund was then described at €115 million and had made 21 investments. The portfolio included studios such as Polyarc, Keen and Snowprint, as well as creator and technology platforms. The distinction between making a game and building the tools around games had become part of the investment approach.

€300mHiro's second fund, announced in February 2022.
Fund capital, not a measure of Alvarez's personal wealth.

That breadth is visible in the companies Alvarez has worked with as a non-executive director or observer, including CARV, LIV, Snowprint, Incredibuild and Frameplay. The list reaches across sports technology, games, software development and advertising. His interests are connected by the ways interactive products are built, distributed and experienced. They do not fit neatly on a shelf labelled “games”.

What happens beyond the screen?

By March 2026, the next chapter had become more explicit. Hiro had co-led the financing of Advanced Machine Intelligence, the company associated with Yann LeCun. Nick Clegg had joined Hiro as a general partner, while LeCun joined its advisory board. The venture firm Alvarez helped assemble around games was now participating in the financing of systems intended to understand the physical world.

The move has an intelligible connection to his earlier work. Virtual sports depend on representing action. Mixed reality brings a person into a computed environment. Spatial AI raises a further question: how can a system understand and act within the world around it? These are different technical and commercial problems. Alvarez's stated investment thesis treats the movement beyond flat screens as a platform change worth following.

That remains a thesis, with all the uncertainty an investment thesis carries. A long career makes an argument interesting; it cannot make its outcome inevitable. The attraction of Alvarez's story lies in the sequence of things he has already had to make work: a payment business, gaming products, public-company leadership, then a firm that evaluates other people's plans.

He has also returned to the university as a founding board member of King's Entrepreneurship E-Lab and helped co-found the Cambridge SPARK technology incubator. The philosophy student now has operating experience to bring back to campus. At that 2022 gathering, the question concerned future communities. His career supplies a more immediate question to place beside it: who will build them, and how will they get through the next stage?

Follow the conversation

Company information, interviews and a games-investing discussion featuring Alvarez.