Riptide GP Postmortem on Gamasutra

Vector Unit's Creative Director Matt Small shares his thoughts on what it takes to make the switch from console to mobile development, in this Riptide GP Postmortem on Gamasutra.

Riptide GP was developed in less than 5 months with a team of 2 people.  In addition to the challenging schedule, it was the first mobile game developed by Vector Unit.  As you can imagine, the process had its challenges:

The problem as always with a very small team -- in our case, a very, very small team -- is that there is virtually no wiggle room for unforeseen variables. We went from three week Scrum sprints at the start of the project, to two week sprints, to one week, and towards the very end we tossed Scrum completely and just went with prioritized task lists, squeezing as much as we could into the time we had. As hard as it was, it was creative, rewarding work, and somehow we managed to get it all done on time. But the process wasn't always pretty.

Check out the full article on Gamasutra for insights on pipeline efficiency, alternative business models, piracy, and more!