2026 winners
For the first time, the judges awarded joint first place after two very different designs stood out for very different reasons.
Isaac Faruque | Cross Connect
Brunel University of London

Maya Pai | Honeycomb Havoc
Aston University

The 2026 brief
The challenge was to design an original game made primarily from plastics.
Indoor or outdoor.
For learning, activity or simply having fun.
The students shared the same starting point.
What they did with it was entirely different.
Cross Connect
Isaac Faruque
Cross Connect is a two-player strategy game built around a grid of rotating dials.
Each dial contains a straight or right-angle path. Players turn the dials and try to create a complete route across the board before their opponent.
The idea is simple to understand but gives players plenty to think about.
Isaac also developed the packaging so that it unfolds to become part of the game itself.
Why plastics mattered
The proposed production design uses ABS for the frame and dials, with polypropylene clips.
The material choices support the way the product works, fits together and could be manufactured at scale.
Why it won
The judges recognised the clear logic behind the concept, strong testing, carefully considered material choices and the way the whole product had been developed towards a realistic market proposition.
Cross Connect showed how a straightforward game idea could be strengthened by disciplined design thinking.
"It has definitely made me interested in exploring the massive potential that remains in the games market as well as the versatility of plastics for use in all products."
Isaac
Honeycomb Havoc
Maya Pai
Honeycomb Havoc is a twisting, spinning maze where every move can change what happens next.
Players use cards to decide which honeycomb sections to turn, changing the pathways taken by marbles as they move towards coloured exits.
The supporting frame also becomes part of the packaging, helping turn a complex moving concept into a compact product.
Why plastics mattered
Maya used PLA to develop the prototype, with ABS proposed for larger-scale manufacture.
Plastics help make the moving geometry, compact construction and production approach possible.
Why it won
The judges recognised the depth of development, strong market understanding and the way the game gives players immediate visual feedback.
Honeycomb Havoc showed how a playful idea could be developed into a well-resolved product with clear user appeal.
“I was very shocked when I got into the final! This has given me a boost in confidence with my design and showing that maybe I should have a bit more faith in my designs!”
Maya
2026 finalists
The two winning designs were only part of the story.
Four other finalists took the same brief in completely different directions.
Meet the finalists whose designs developed through specialist training, feedback and final judging.

3rd prize
Joanne Chartouni
Nottingham Trent University
Steady Stacks

Highly commended
Daniel Brown
Brunel University of London
Mad Dash Escalation

Highly commended
Yushu (Diane) Li
Coventry University
Munchie Monster

Highly commended
Aidan Jones
Nottingham Trent University
Lollipop Lane
