Ryan Rigney's Blog
I’m Ryan Rigney, a reporter for Wired and the CEO of Utah Raptor Games.
I also wrote a book––Buttonless: Incredible iPhone and iPad Games and the Stories Behind Them. Check it out on Amazon.com! There’s even a shiny, tree-friendly Kindle version.
If you’re interested in contacting me, shoot me an email (email@example.com).
Your video game hates you. Every time you add a new feature, three others will break, often in hilarious ways. Pieces don't work the way they're supposed to. Nothing is balanced properly the first time. Textures get stretched.
There is no secret formula for coming up with great game ideas. However, we came up with a very specific creative process that guided us in designing our game's various mechanics--stealing from other game designers... "Creative Stealing."
FAST FAST LASER LASER designer Ryan Rigney gets the rest of the Utah Raptor Games team together to explain the decision to release FFLL on XBLIG.
Ryan Rigney's Comments
[Blog - 03/20/2012 - 09:40]
[Feature - 01/31/2012 - 11:45]
I agree with both of ...
I agree with both of you, Bart and Adam. All of the facts should be laid out, and I think it's right to include comparison screenshots, so that the reader has context for the argument. At the same time, the placement of the image in that particular spot does have ...
[Blog - 01/16/2012 - 12:22]
I'm replaying through Pok mon ...
I'm replaying through Pok mon Yellow Version at the moment, so this article jumped out at me. The design in Yellow and, I suppose, most Pok mon games puts you in a situation wherein you realize that you should spread experience points across a team, instead of over-leveling just one ...
[News - 12/20/2011 - 06:27]
[Feature - 12/13/2011 - 04:55]
Haha there are a few ...
Haha there are a few in the book like that. A lot of success stories, but just as many disappointments usually for different reasons .
[Feature - 09/20/2011 - 05:05]
Excellent article, Keith. I feel ...
Excellent article, Keith. I feel as though you've articulated many of the things that I've been thinking about recently while working on my first game which is going to be a sort of competitive multiplayer game in the same vein as Bomberman, albeit with a different core mechanic . One ...