WE ARE AN ENERGETIC GAMES DEVELOPMENT TEAM

Ruffian Games is based in Scotland’s glorious City of Dundee. We specialise in fast paced, thrills and skills action games and their technology. We're a studio of seasoned developers and we're sure you've enjoyed some of our previous work on titles like Crackdown, Crackdown2, Fable 2 and Grand Theft Auto to name a few.

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THE RUFFIAN NEWS

Recent stories, news and chatter written by members of the Ruffian Games team.

More from the blog >

Art Director Ahoy!

Thursday 29 September

Ruffian are looking for an art director to join our happy Ruffian band working on some new and exciting projects. Could it be you?

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Hunting for Programmers

Monday 10 January

After a relatively quiet period Ruffian are once again on the search for the cream of the crop in coding talent. Do you have the right stuff to join our merry band of heros in our quest to make cracking games?

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3 screens, 1 cloud

Monday 22 November

Ruffian Games' Billy Thomson looks at cloud gaming and the future

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Dundee is hurt, but we’ll come back stronger

Thursday 21 October

Ruffian Games’ Billy Thomson speaks about the city in flux

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Replayability is at the heart of the pre-owned issue

Monday 27 September

Crackdown and Crackdown 2 designer Billy Thomson says simple, playful ideas can attach players for years

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We've created gaming Marmite with Crackdown 2

Friday 27 August

"We've created gaming Marmite with Crackdown 2" says Ruffian's Creative Director but seeing your game hit number one is an incredibly powerful feeling

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10 Weeks to Shine: Dare to be Digital

Thursday 22 July

Ruffian Games' Billy Thomson explains the University of Abertay's competition to find the development talent of tomorrow...

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Ground Control

Monday 24 May

Ruffian Creative Director Billy Thomson gives an overview of what he feels are the important and often overlooked factors for player control, one of the most important aspects of gameplay. Originally printed in issue 92 of Develop Magazine.

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Why aren’t publishers jumping to sign Quarrel?

Monday 24 May

Ruffian Games’ creative director Billy Thomson bamboozled by publishers’ reluctance to back the quirky

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The hard truth is we don’t make games for ourselves

Tuesday 27 April

Ruffian Games’ creative director Billy Thomson on being tough but fair

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Four Triumphs Of Simple Game Design

Thursday 11 February

This month Thomson looks over the merits of simple game design. Simple doesn't mean facile.

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The Revival Of The Movie Tie-In

Wednesday 06 January

Billy takes a a look at the games that accompany Hollywood’s cinematic releases and comes to the conclusion that they must evolve

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Pitch Perfect

Tuesday 03 November

Pitching, demos and presentations. always a joy and this month Billy puts the process under the microscope

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Giving Games An Extra Life

Wednesday 12 August

Piracy is still a fairly big problem to the publishers and developers of the gaming world, but there now exists a potentially greater threat to the livelihood of the people responsible for actually making the games, and it comes in what would appear to be a completely benign form: the second-hand market.

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The importance of high-level paper design

Tuesday 30 June

Write it down or write it off. This month Billy talks about the need to get your ideas out of your head and onto paper

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Obsessive Compulsive Designer?

Wednesday 03 June

This month Billy tells us why he’s nuts. In a really good way. But still nuts. Originally published in issue 94 of Develop Magazine

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Hello world!

Friday 20 February

Our first blog post and also a link to an interview with Billy from Edge Online

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MEET THE RUFFIAN TEAM

Teleporting from all corners of the world, we have a dedicated team working hard to create some of the best titles in game entertainment.

Meet the team>

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Steve Legg

Senior Engineer

Coming Soon

Steve's full bio >

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Leigh Bird

Senior Engineer

Leigh began in games in 1997, starting at Climax, and in 2007 moving onto working with Xen. He has worked on projects ranging from Stinky (a "smell" device) and Diablo PSX, To Sudeki and more recently to high profile hits such as Fable 2, covering a variety of platforms and roles.

Leigh's full bio >

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Ann Revill

Office Manager

After studying two and a half years of a BSc Psychology degree at Dundee University and deciding it wasn’t for her, Ann found her first job in the games industry with local games company, Visual Science.

Ann's full bio >

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Kevin Dunlop

Artist

Kevin is a graduate of Abertay's Computer Arts course. He took part in Dare to be digital 2008. His team Blue Skies went on to win the contest and as a result was nominated with 2 other teams for the Bafta "Ones to watch" award.

Kevin's full bio >

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Ryan Astley

Junior Artist

Ryan is an MA graduate of the University of Teesside, working as an Environment Artist. He has over two years experience at Virtual Playground where he collaborated on PC titles such as the Prison Tycoon series, Mission Runway and Eco Tycoon: Project Green.

Ryan's full bio >

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Neil Duffield

Senior Programmer

Neil has been in the games industry for over 17 years, working as a Technical Director, Lead Programmer, Engine Architect & low level programmer. He has worked on several popular titles over the years, including G-Police, Grand Prix 4, Too Human, Fable 2 & Crackdown.

Neil's full bio >

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Neil Pollock

Lead Animator

Neil has been working in the games industry now for just over 10 years. At Vis Entertainment he worked on a number of titles including Tom and Jerry, State of Emergency and Evil Dead before moving to Realtime Worlds as Senior Animator on Crackdown and APB.

Neil's full bio >

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Duncan Harrison

Senior Engineer

Duncan has been working in the games industry for just over 2 years. He has spent 1 ½ years at Realtime Worlds working on an unannounced title where he focussed on graphics programming and large scale data manipulation.

Duncan's full bio >

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Peter Mackay

Engineer

Peter has been in the software industry since 2000, starting with LightWave and Maya plug-ins, then working at VIS on Brave, I-Race and State of Emergency 2. More recently he was at Black Company Studios, concentrating on PC, PSP, Nintendo DS and Wii projects.

Peter's full bio >

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Paul Large

Lead Technical Artist

Paul started making Half-Life mods in 2000 while until his final year at uni in 2006 when he decided to try his hand at 3D. After graduating in 2007 Paul worked on Don King Presents Prizefighter and Don Kings Boxing as a character artist before a short stint at Cohort Studios.

Paul's full bio >

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Steve Randell

IT Manager

Steve has been working within the IT industry for over twelve years. In this time he has been involved in many of the various aspects of IT, from providing user support to installing, configuring and maintaining business critical IT infrastructure.

Steve's full bio >

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Paul A. Simms

Artist

Paul started in the games industry at VIS as an artist on "Brave" subsequently joining D.C.Thomson to work on the Beano and Dandy. In 2005 to join Realtime Worlds to work on Crackdown.

Paul's full bio >

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Ed Campbell

Senior Designer

Ed has over twenty years games experience. Starting as artist in the 8-bit era he went on to design such 16-bit titles as Harlequin and Zool 2. He has since worked on many games including Formula Karts, Aironauts, Dexter's Lab, NARC, State of Emergency 2 and Crackdown.

Ed's full bio >

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David Hynd

Lead Engineer

Dave graduated from the University of Abertay’s Computer Games Technology course then joining Xen group to work on the award winning Crackdown. Dave subsequently worked in a senior role on MMO APB.

David's full bio >

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Stuart Campbell

Art Lead

Stuart joined the games industry in 2003. Since then he has been Senior Environment Artist on Crackdown, Lead Technical Environment Artist on APB and Art Lead on Crackdown 2 with Ruffian.

Stuart's full bio >

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Richard Ralfe

Design Manager

Richard has over 15 years experience in the games industry, having joined DMA Design in January 1996. Over that period he has designed, produced and brought to market over 120 individual titles on console, handheld and interactive TV devices.

Richard's full bio >

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Gaz Liddon

Studio Head

Gaz has been working in video games for over a quarter of a century. Starting as a journalist on the seminal Commodore 64 magazine Zzap!64 he soon moved into games development as founder and Tech Director of 8 Bit software publisher Thalamus.

Gaz's full bio >

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Barry Cairns

Technical Director

Barry worked as a senior gameplay programmer on Crackdown before leaving to join Xen to work with Lionhead on Fable 2. He now works as Technical Director at Ruffian Games.

Barry's full bio >

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Terry Drever

Engineer

Terry Is a graduate of the University of Central Lancashire's Games development course, working as a junior AI / Gameplay Engineer. He has one years experience at Gusto Games, working on multiple un-announced titles, including one cross platform MMO.

Terry's full bio >

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Rob Cowsill

Senior Engineer

Rob has been a games programmer for over 5 years. He has worked at EA/Criterio on titles including Burnout 3, Black and Burnout Paradise. After a brief spell working on TimeSplitters 4 at Free Radical Design, Rob joined Ruffian as senior engineer on the AI/Gameplay team.

Rob's full bio >

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Billy Thomson

Creative Director

Billy has 13 years experience designing video games. He has been involved in a wide range of areas of design as well as gaining invaluable production and team management experience before founding Ruffian as its Creative Director.

Billy's full bio >

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Steve Iannetta

Production Designer

Steve has worked for Vis, Red Lemon Studios, Realtime Worlds and Midway in many creative roles. His roles have included Environment Art, Level Design, Content Design and World Design on games like; Earthworm Jim 3D, Roswell, Dexter’s Lab, NARC, Crackdown & Wheelman.

Steve's full bio >

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James Cope

Producer

Jim's background is in commercial software engineering working as engineer and project manager to produce bespoke software systems for companies such as Sony, and Orange. He moved to videogames in 2005 when he joined the Crackdown team.

James's full bio >

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Craig Thomson

Senior Engineer

Craig graduated from Edinburgh University with a degree in AI and Computer Science. Since then he has worked on Medical Imaging software, as well as writing games in Australia and working for the Edinburgh Parallel Computing Centre at the University of Edinburgh.

Craig's full bio >

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John Hynd

Senior Engineer

John has been working in games since 2004. After graduating from Abertay's Computer Games Technology course in Dundee John joined Zoë Mode. He worked on titles in the EyeToy franchise and PlayStation Home for Sony. John joined Ruffian in 2009.

John's full bio >

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Ross Nicoll

Lead Audio Designer

Ross started his career at VIS Entertainment, before moving to Realtime Worlds in 2005, where he was a member of the BAFTA award winning audio team on Crackdown and APB. He left Realtime in 2009 to join Ruffian Games as Audio Design Lead.

Ross's full bio >

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Sean Noonan

Lead Level Designer

Sean started out contributing to mods for Duke Nukem 3D, Half-Life and Unreal Tournament. After a brief stint in insurance he found his first professional position in the games industry with Midway as a Mission Designer on Wheelman. He is never referred to by his first name. Ever.

Sean's full bio >

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Joe Taylor

Junior Engineer

Joe graduated from Abertay's Computer Games Technology course in July 2009 with a first class honours degree and hasn’t left Dundee since!

Joe's full bio >

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Mike Daw

Assistant Producer

Mike joined Ruffian in February 2010. He's an assistant producer, but also rolls up his sleeves and gets involved in both design and audio work at Ruffian.

Mike's full bio >

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Martin Livingston

Mission Designer

This is Martin's 6th year in the games industry but his first in console games having previously worked at I-play and Tag Games on a variety of mobile and iPhone projects.

Martin's full bio >

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Gareth Noyce

Development Director

Originally hailing from commercial software development, Gareth worked as an engineer, project manager and consultant on numerous bespoke software and online applications before joining the games industry in 2003.

Gareth's full bio >

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Paul Simms

Character Art Director

Paul has been creating Artwork in various guises for over a 30 year career. Starting his career locally in comics he then became freelance for a number of years before entering the Games industry roughly 13 years ago.

Paul's full bio >

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Gav

Security

Gavin has trained most of the elite special forces around the globe.

Gav's full bio >

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Neil McNaughton

Technical Animator

Neil graduated from the Computer Arts course at Abertay University and then proceeded to compete in the University's "Dare to be Digital" game competition. Immediately after this he took on an internship at Rare Ltd. focusing on character art.

Neil's full bio >

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Karim El Shakankiri

Senior Engineer

Since 2001 Karim has worked in various fields, from real-time 3D engine tech to working on MRI technology for the medical industry. He most recently worked on the environment tools for the upcoming MMO title APB. He wears a silly hat.

Karim's full bio >

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Sean Branney

Test Manager

Sean has worked in the games industry for over 5 years. Starting at Realtime Worlds in 2006 he worked on the award winning Crackdown & technology team before joining Proper Games in 2008 as Lead QA to work on Scottish Bafta winner FLOCK!.

Sean's full bio >