Ryan Boughter

Game Design & UX Director

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I'm Ryan and I make games.
Fourteen years ago I started making games at Kabam, jumping headfirst into the infant mobile games space.  I took that experience to Scopely where I launched several top-grossing and award-winning titles such as WWE Champions, built a world-class UX department of over 20 designers across nearly the entire globe, and collaborated with the executive team to establish rigorous guidelines for our internal and partner studios.  Those teams have gone on to ship some of the biggest mobile hits of the last 10 years, including Monopoly GO!, Star Trek Fleet Command, and Scrabble.

More recently I've been focusing on building smaller, original IP games at N3TWORK Studios, where I led and mentored the studio and its leadership in UX design methodologies and research practices.
CAREER TIMELINE
Mentored N3TWORK Studios' leadership in UX design and research methodologies, establishing a deep-rooted user-centric development culture. This manifested in a top-down shift that transformed their development processes, including rigorous testing at all stages of development, a streamlined UX design pipeline for faster ideation and greater clarity in production, and a studio-wide commitment to user needs.Co-authored the Mobile Game Usability: Design & Research chapter of the book “Game Usability 2nd Edition” Spearheaded global UX strategy at Scopely, growing the design team by over 400% (from 4 to 20+ designers) and establishing design studios in 3 key international markets: Europe, Asia, and South America. This expansion, coupled with my ongoing refinement of our UX methodologies, has resulted in an unparalleled track record of #1 releases (WWE Champions, Star Trek Fleet Command, Monopoly GO!, and several more).Ambitious, narrative-driven Star Wars game -- the first canon story between Episodes VI & VII “Spirit Lords is like an adorable Diablo for your phone” - The Verge Led UX design, bringing franchise well over $100m in revenue
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