About Us

Notoriously addictive games.

    Here at Rogue Pirate Ninja Interactive we create a notoriously addictive gaming experience using the latest and greatest ideas and technology with a methodology derived from the Rogue, the Pirate, and the Ninja. We want our customers to have a really funny and interesting gaming experience because that's the kind of entertainers we aspire to be.

    So why addictive you ask? Well, we thought of that ahead of time and came up with some ideas:
  • 'Cause it wouldn't be addictive if it weren't so fun.
  • 'Cause if you stop playing, we'll find you...
  • 'Cause asking for money is easier with flashy graphics.
  • 'Cause we love kittens. And pie. But mostly kittens.
  • 'Cause ya'll laughed at me, ya'll laughed at me!
  • 'Cause with a name like that, it can't not be good!
  • 'Cause we all got high dexterity. Now roll that dice!
  • 'Cause it's the craziest name that actually works.

Our Business Model

    Our notoriously addictive gaming experience is created by exploiting the heredity of our namesake: the Rogue, the Pirate, and the Ninja. Together they form the core that our games are based on, as described:

The Rogue

Rogue
Notoriety: Silent thief.
Addiction: The hunt along the alleys.
Brandishing: A blade concealed in a walking stick.
Tactics: The Rogue uses stealth as a means to observe a larger picture. They can hold their ground if need be, but prefer to stay in the shadows. When threatened, Rogues always attempt to attack by ambush, preferring ranged tactics and melee if needed.
Stylings: Rogue game stylings are based solely in their unique game mechanics. This cornerstone of Indie is all about having the balls to try new things, with the room to handle a backfire if need be.
Mechanic: The Rogue describes our commitment to Indie and our commitment to exploring untested gaming mechanics. Although risky, the aspect at work with the Rogue is to not be afraid of the untraveled - or just steal what works, either way.

The Pirate

Rogue
Notoriety: Armed robber.
Addiction: Boisterousness and self-image.
Brandishing: A razor sharp cutlass and flintlock pistol.
Tactics: The Pirate is a personality that sees beyond all pleasantries. They are brash and quick to the draw. They always fight first, and ask questions later. Entering with a bang, but always with a safe escape route, they prefer stylish entrances and quick exits.
Stylings: Pirate game stylings are based on their crazy and brash appearance yet smooth gameplay. They are polished to the brink, as humor and presentation become the cornerstones of this Indie trait.
Mechanic: The Pirate describes our commitment to walking the line on our game ideas while ensuring a quality experience. Going too far of course would spell doom, so our battles must be picked carefully. Our commitment to notoriety can only be had by making a few enemies, though.

The Ninja

Rogue
Notoriety: Swift assassin.
Addiction: Absolute perfection of craft.
Brandishing: Several hidden poisoned throwing stars.
Tactics: The Ninja is a fast and deadly attacker. A ninja is a master at martial arts, and is trained to rapidly dispose of enemies. Surprise tactics are heavily relied upon to gain the upper hand. They also have an uncanny sense of situational awareness.
Stylings: Ninja game stylings are based around their dedication to a genre. They are rather serious games that are attentive to detail while also maintaining simplicity.
Mechanic: The Ninja describes our commitment to quality engineering and professional development practices. Although our end product may speak otherwise, they are always methodically designed and produced, and receive a fine tooth comb to maintain an efficient structure.

    Together, the Rogue, the Pirate, and the Ninja can combine their powers and form to create the legendary Rogue Pirate Ninja, a mystical creature that is still not yet understood. Legend has it that it is even more powerful than Chuck Norris, and we base that on absolutely nothing but what we read on the internet. Talking about it here would draw too much attention, so we tend to play the safe side.

Latest Publicity

SD Innovation Expo, Oct. 14, 2009    SD Innovation Expo, Oct. 14, 2009.

    Jonathan and Danial attended and brought iRis AG along to showcase in our native state. Had a good bit of fun, especially as you saw the younger passer-bys have their interests perked up. Handed out a lot of little cards and message-in-the-bottle promo material, and had quite a number of various people play iRis AG. Overall people were very impressed by our work and there were even a few who said "this is addictive, I can't put it down!". =)

    For more pictures of this event, including pictures of other exhibitors, please add us to your MySpace®.

Our Crew


Artists

Everything you see, from buttons to buildings, sliders to skies, was brought into existence by our artists.

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Designers

Game dynamics shift and change to challenge players. Our designers have been deep in thought lately, finding new ways to make games fun.

Samuel Batista
Sam is a master of the art of design and uses his far seeing abilities to plan out his attack, err designs, from start to finish with pinpoint accuracy. Ever ailing to be brought to a new task, he has a knack for taking down the most challenging and providing room to spare. A ninja like this is worth two in the bush.

Hailings: Portugal
Projects: Up & comming...
Website: SamBatista.com

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Musicians

Hearing is a beautiful sense, and the musicians serve to fill one's world with the notes necessary to immerse one into a state of mind, and into the game.

Bradley Burr
Tones and notes and vibrations are the domain of this prophet. Bradley uses his unique mind sense of waveforms and hand movements to find new ways to beat walls down, using sounds of which have never before been heard before. The speakers move not because of electricity, but because Brad so chooses them to.

Hailings: United States
Projects: iRis AG
Website: Prophet of Mephisto (OCR)

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Programmers

The guts behind the games, the programmers have been responsible for bringing the art, sound, and gameplay together into one executable package.

James Munro
Digging down into the pits of the registers and call stacks, James is the enthusiastic coder always ready for the next challenge. Be it adding in a new system, refactoring an existing one, or even just squashing the bugs faster than the eye can see, James uses his ninja powers to watch over code during the night.

Hailings: United Kingdom
Projects: iRis AG
Website: JamesBlog

Jonathan Wolf
Along as lead programmer and executive producer is our pirate leader. Jonathan, when not busy coding up a sea serpent, or laying out time tables, makes sure the operations of the group stay together and that games are getting made. Plus, the hat is just epic.

Hailings: United States
Projects: iRis AG
Website: jwmicro

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Other

These people have helped us realize our goals through secondary functions. Their involvement has helped make for smooth sailing.

Danial Long
The administrator of the project servers and other hardware, Dan has been a huge help to us. Our servers are kept running, spam bots out, and other services up by his efforts. Batton down the ports, thar be spyware abouts!

Hailings: United States

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Prior Members

These are some of our prior members who have helped us in the past but have since moved on.

Ben Simonds
Lead artist and pixel herder, Ben takes raw polygons torn from the digital earth, and hews them into mighty meshes. When he isn't occupying all three dimensions, he can usually be found tending his colour palletes and layers into new and disturbing conformations. Beauty has nowhere to hide when Ben is put on its trail.

Hailings: United Kingdom
Projects: iRis AG
Website: BenSimonds.Wordpress.com

David Higaki
With his +3 Notebook of Doom at his side wherever he goes, David is the kind of evil genius that can come up with the next great idea while looking at sea weed. With a good sword, he can slash them around and make them into viable game mechanics. Of course, he's been doing this since he was a pirate baby.

Hailings: United States
Projects: iRis AG

Paul Clark
Paul brings a unique style to our group as he jumps over water during the night, slowly sneaking up upon his target: the game mechanic. As he slowly creeps closer, he can methodically disassemble the situation and picture all the various offsprings that could occur at any given time. With a slow and steady grip, he hacks ideas into pieces, and lightly smiles as he flees into the night.

Hailings: United Kingdom
Website: The Geekery

Nick Garzoni
Always ready to help another gamer out, Nick is that rogue face in a sea of strangers that has a heart to help. Thanks to Nick's true gaming spirit, our support lines have not just people working for a pay check, but actually play the games too.

Hailings: United States

Jaelle Scheuerman
The web developer of the group, Jaelle has a knack for design. Through her unique style, she has given us a fantastic website that should serve its purposes well.

Hailings: United States
Website: JLCreations

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