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Julian Rignall

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Julian Rignall
Born(1965-03-06)6 March 1965(age 59)
London, England
Occupationwriter, editor
SubjectVideo games and gaming

Julian"Jaz"Rignall(born 6 March 1965, London, England) is a writer and editor. He has also produced content for corporate websites such asGamePro Media,publisher ofGamePromagazine andGamePro,marketing collateral and advertising campaigns.

Career

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Early 1980s: Teenage gaming journalist

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Rignall atZZAP! 64offices in Somerset, 1985

Rignall's career as a gaming journalist began in London in the early 1980s as a student competing in video game tournaments. During his teenage years, Rignall held the UK and World Record high scores on video games such asDefender,Pole PositionandCrossfire.He also wonComputer and Video Gamesmagazine's 1983 UK Video Arcade Game Championship, beating more than 500 of the country's top arcade players to win the title.[1]Rignall's success at winning international video game tournaments launched his career as avideo game journalistwriting gaming hints and tips for magazines such asComputer and Video GamesandPersonal Computer Games.[2]

1985–1988: First magazine launch

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In 1985, the former editor ofPersonal Computer Games,Chris Anderson,invited Rignall to join the launch team forNewsfield Publications'Commodore 64magazine,Zzap!64.Rignall admitted that when asked about Commodore 64 games he described his experience of playing the Atari versions, as he had no experience of the 64 at the time.[3]As a staff writer, Rignall continued to display his gameplaying abilities as he repeatedly emerged the victor of the monthlyZZAP!Challenge, where readers challenged the magazine's reviewers to one-on-one gaming contests.

In December 1987, Rignall became editor ofZzap!64,a position he retained until August 1988 (Issue 39).[4]

1988–1993: EMAP publications, media appearances

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Rignall andJonathan Rossat the 1990Golden Joystick Awards

In 1988, Rignall joinedComputer and Video Gamesmagazine, anEMAPpublication. Upon his promotion to editor, Rignall changed the magazine's editorial direction focusing more on the newly emerging Japanesevideo game consolesinstead of the fading8-bitgeneration ofmicrocomputers.[5]

In 1990, recognising the console market was large enough to warrant a magazine of its own, Rignall launchedMean Machines.[6]Covering the top-selling video game systems of the time, such as theSuper NESandMega Drive,Mean Machinesbecame the largest-selling multi-platform publication in the United Kingdom.[7]At first the print run of the magazine was kept limited, to create demand.[3]In 1992,Mean Machineswas split into two separate publications: the officially endorsedNintendo Magazine System,now known asOfficial Nintendo Magazine,andMean Machines Sega.[5]

In late 1993, Rignall launched his final British publication, the officially endorsedSega Magazine.

During this period, Rignall appeared regularly on TV as a games reviewer on the British TV programmeGamesMaster,and made numerous appearances onBBC TelevisionandBBC Radioas an industry commentator and field expert.

1994–1997: US software development

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In 1994, Rignall transitioned from magazine publishing to software development, joiningVirgin Interactive Entertainment[8]inIrvine, California.As vice-president of design, he was responsible for product design and licensing acquisitions from other game developers and publishers. While at Virgin, Rignall contributed to such titles asAgile Warrior F-111X,NanoTek Warrior,The Lion King,The Jungle Bookand the highly anticipated, but never published,Thrill Kill.[9]

1997–2002: IGN expansion

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In 1997, Rignall left Virgin and moved to San Francisco, California, to join theImagine Games Network(IGN). As editorial director, he led the expansion of the online network guiding it to its market leadership position.[10]In 2001, IGN was awarded a People's VoiceWebby Award.[11]The editorial tone and style Rignall helped establish in IGN's early years still continue to this day.

2002–2007: Online retailing and marketing

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During 2002, Rignall shifted from the games business into online retailing and marketing. He became editorial director atWalmartresponsible for the content of the world's biggest retailer's online presence. Rignall has stated that he did not enjoy the experience but "did learn an unbelievable amount from [it]."[3]In 2004, Rignall moved to Haggin Marketing, a San Francisco advertising agency where he created print advertisements and other marketing vehicles forDell, Inc.In 2006, Rignall became the vice-president and editorial creative director withBank of America's user-centred design and research division where he developed consumer, business and marketing content for the company's 22 million website customers.

2007–2010: Future Plus Custom Publishing

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In August 2007, Rignall rejoinedFuture US(formerly Imagine Media) to help launch the US branch of their UK-based custom publishing division, Future Plus. He spent three years at Future Plus writing for companies such asBest Buy,Kmart,Apple,Blizzard-Activision,Toys "R" UsandResearch in Motion/BlackBerry.Future US's custom content portfolio included publications likeBest Buys@gamermagazine[12]and Blizzard Entertainment'sWorld of Warcraft:The Magazine.[13]In 2008, Future Plus was awarded a Pearl "Gold" Award by the Custom Publishing Council for itsGuide 2 Gamingproduced on behalf of Best Buy.[14]

2010–2011: GamePro Media

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On 8 November 2010,GamePro Mediaappointed Rignall as vice-president of content.[15]His first "From the Editor" column appeared inGamePro's February 2011 issue.

2013–2017: USGamer

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In March 2013 Rignall developed theUSGamerwebsite for Gamer Network,[16]and was the Editorial Lead before moving to Editor-at-Large.[17]

References

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  1. ^"The History of 8bit Gaming in the UK" July ".Zxsoftware.co.uk. Archived fromthe originalon 26 November 2013.Retrieved16 February2014.
  2. ^"'Don't burn your bridges' – veteran Julian Rignall reflects on 35 years in games media — Games Media Brit List ".gamesmediabritlist.Archived fromthe originalon 8 May 2018.
  3. ^abc"Julian Rignall: The Definitive Interview / Mean Machines Archive".Meanmachinesmag.co.uk.Retrieved16 February2014.
  4. ^"Zzap! Editorials 1988".
  5. ^ab""Oh my god, what have I got myself into?" the inside story of the golden age of video game magazines ".January 2020.
  6. ^"Julian Jaz Rignall Interview".27 February 2019.
  7. ^"Mean Machines Issues 1 – 24 – Mean Machines Archive".Meanmachinesmag.co.uk.Retrieved16 February2014.
  8. ^"The story of Mean Machines magazine".Eurogamer.4 June 2017.
  9. ^"Julian Rignall".MobyGames.Retrieved16 February2014.
  10. ^"Imagine Games Network Re-Launches Its Popular Site; Largest Computer and Video Game Destination on the Web Takes on a Whole New Look. – Free Online Library".Thefreelibrary. 8 September 1998.Retrieved16 February2014.
  11. ^"2001 | The Webby Awards Gallery + Archive".Webbyawards. Archived fromthe originalon 7 March 2013.Retrieved16 February2014.
  12. ^"Best Buy Launches @Gamer, A New Magazine for Gaming Enthusiasts" Future US, Inc ".Futureus. 11 June 2010.Retrieved16 February2014.
  13. ^"Future partners with Blizzard Entertainment for World of Warcraft®: The Magazine" Future US, Inc ".Futureus.Retrieved16 February2014.
  14. ^"CUSTOM MEDIA TAKES CENTER STAGE AT 5TH ANNUAL PEARL AWARDS | Custom Content Council".Custompublishingcouncil. 14 November 2008. Archived fromthe originalon 1 January 2011.Retrieved16 February2014.
  15. ^"IDG's GamePro Media Appoints Julian Rignall to Vice President, Content: Page 1 of 2: Publishing Executive".Pubexec. 8 November 2010.Retrieved16 February2014.
  16. ^"Jaz Rignall steps up as editorial director for USGamer".
  17. ^https:// linkedin /in/julian-rignall-0493715[self-published source]
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Media related toJaz Rignallat Wikimedia Commons