- Ruckus Games aims to create original games by blending experienced development with a focus on player enjoyment rather than just following trends.
- While drawing on their Borderlands experience, the team is pursuing new creative directions.
- Their new game is a “love letter” to the developers’ Midwestern childhoods, aiming to blend ordinary, suburban settings with fantastical elements.
We recently spoke with Ruckus Games about their new project and the vision driving their studio. Led by experienced developers who’ve worked on big games like Borderlands, Ruckus Games is entering a competitive industry where many new studios face challenges.
Co-founder Scott Kester and Game Designer Keith Schuler explained how the team tackles this with a mix of creativity, experience, and a clear sense of what players enjoy. Instead of following trends blindly, they’re focused on creating something original while keeping the market in mind.
We also talked about how their past work shapes their new game. While fans of Borderlands might notice some familiar touches, Ruckus Games is exploring new ideas, like a more interactive world and a setting inspired by their Midwestern childhoods.
The game’s unique appeal comes from the concept of blending everyday life with the extraordinary—like imagining a dragon at a local gas station. With a talented team and a fresh approach, Ruckus Games is working on something exciting, and from what they’ve shared, it seems they’re heading in the right direction.
Most of these unfortunate closures happen due to a lack of funding or other similar circumstances. Were these massive risks considered during the creation of ruckus games to ensure long-term success against established studios in the industry?
Scott: If I go down the lexicon of all the things that I love; games, films, books, every single one of those people went out on a limb and started something that no one believed they could do, but they did it anyways. They created new standards, pushed the boundaries and limits of the time. I think that it is so important to say to ourselves, “We can do that, we can build the new things that inspire the next generation.”. I think that’s the way our society evolves, how the world continues to get fresh content.
All of us here are late in our careers, so we’ve worked for other people for a long time. When we were doing that, you know, we often had the thought of, “How would we run a company? How would we do things differently?”. Then when we were on our own, we had to be very smart and have a clear vision, we’re not just pursuing our dream blindly. We wanted to create not only the game that we ourselves want to play, but we also had to be very cognizant of what the market wants and be able to be flexible and adapt.
To do that, we had to look at our strengths and what we knew we had done well in our past work, and we took those things and figured out a way to organize in a more creative way that allows us to create something fresh and new.
Scott: I’d like to say we designed some pretty cool environments and characters and made some pretty iconic things throughout that. Those are things that you learn from and get better at. We’re taking all those lessons but doing something new with it, going in a different direction.
I’ll always be proud of what we created in Borderlands, but I always want to be even more proud of the next thing I do, so we take those learnings, experiences, and lessons and we improve and grow, and I think that is something I’m excited for players to see.
Scott: There’s a lot of things you can interact with, a lot more than I think people will expect, given some of the history of the things that we’ve made in the past. There’s a crafting element to our game, so there’s a lot of objects that you can find that you can add together to make new things that can influence the environment in diverse ways. I think this is a lot more of a dynamic game compared to some of the other games that I’ve worked on that had a little more of a static landscape.
Keith: The contributions that we made to previous games, whether that’s elements of design, the way we keep players in mind when we’re designing, or the sense of humor. When you think of Borderlands, you think of humor, but I don’t think of the humor that’s outward facing like the writing or in the voice acting or things like that. I think of the humor that’s baked into the game itself.
You know, what was funny or fun that happened? We’re always looking for the humor in things, but we’re also always looking for the fun in things. There were plenty of times at Gearbox when Scott and I would be in meetings talking about game features and systems, and you riff off each other and get off topic, but there are times when that is actually a useful exercise, and things get added into the game from it. So, that kind of process and attitude, we can’t help but bring that forward because that’s the people we are.
Scott: What Borderlands came into, I don’t want to say, is an art style shift because the base of what Borderlands was was a cool foundation. It wasn’t just visual; there was also design and writing, and a lot of things got a little breath of fresh air. It wasn’t just me, obviously. There were a lot of talented artists and different branches of development involved.
Carl Shedd, World Director at Ruckus Games, he was focused on the environment, where I was focused more on the character side. Kevin Penrod, Character Art Director at Ruckus Games, I think the first heads he made were TC Baja and Krazy Earl, who were the first characters that I had created.
I saw a little environment vignette. So, I started drawing characters at night, and I brought them in and immediately got pulled from UI and put on concept art. And I just dug in, you know? I dug in with many talented people around me, and we just went to town. It felt like a very punk rock thing. It was like every other day somebody was doing something kind of avant-garde. It was extremely exciting, and all of us fed off of each other creatively, and I feel that here at Ruckus as well.
Scott: I’m very excited to answer this question because this entire game, for myself and a lot of us, is a love letter to our childhood. A love letter to the places we grew up in the Midwest. We grew up in these areas that are kind of rural, kind of boring, not that interesting, but I think that’s why it’s so cool.
As a child, when you grew up in a space like that, you had to make it exciting, right? It almost feels like fantasy in that aspect of the latchkey child’s fantasy. When you’re living in suburban neighborhoods, you imagine big, fantastical things that come to your mundane hometown and shake things up. So, you’re looking in the cornfield and asking yourself, “if I run through there right now, what if I run into an alien or something?” And what this game does for me is it brings me back to that feeling, and it brings back a bit of this childhood wonder of what’s outside.
Average people in smaller Midwestern towns that have to deal with these wildly crazy significant phenomena is very cool, because when you have an amazing environment and an amazing thing happens, it all kind of becomes normalized. The big mythical dragon next to the castle makes sense. But when you take a mythical dragon, and you put it on your corner store gas station, it’s like, Holy crap, that’s really inspiring now.
I love the idea of locations and places that are kind of mundane because our characters, what they’re building, what they’re doing and fighting are not mundane. There are these things that become overly exciting, it grounds us, and it makes us understand that I’m not a superhero or a brand name character that can do anything. I’m underpowered, underground, and in a situation where I can take that out.
So, we feel like having something that’s set in a little different time than now, in a place that’s not crazy exciting, becomes something that’s an interesting destination that a lot of games don’t give you the opportunity to explore.
Ruckus Games is shaking things up in the gaming world. They combine their experience with fresh ideas to create something truly one-of-a-kind. Their new game isn’t just another shooter—it’s a passion project filled with nostalgia and a drive to try something different.
The team is building a unique experience by featuring a lively world, interactive settings, and a backdrop inspired by their own childhoods. While their work on Borderlands set the stage, they’re now focused on taking things further and surprising players with something entirely new.
Ruckus Games might deliver something extraordinary if their vision comes together as planned.
Thank you! Please share your positive feedback. 🔋
How could we improve this post? Please Help us. 😔
Passionate gamer and content creator with vast knowledge of video games, and I enjoy writing content about them. My creativity and ability to think outside the box allow me to approach gaming uniquely. With my dedication to gaming and content creation, I’m constantly exploring new ways to share my passion with others.