Vector Unit showing new game at Google I/O 2012

The good people at Google have invited us to participate in the Developer Sandbox at Google I/O this year, and we couldn't be more thrilled.  

First of all, we're excited because we love Google I/O.  We were fortunate enough to be part of the Sandbox last year with Riptide GP.  We got to meet a ton of other developers working on amazing new projects, participate in the conference, and of course managed to score some of that sweet Google I/O swag.

On top of just getting to attend the conference, of course, it also feels really good to have the Android team at Google recognize our work and invite us to join them. 

But the other reason we're excited is because the game we're going to be showing is our brand new, as yet unannounced title.  

No details yet about what the game actually is -- attendees at Google I/O are going to be the first people outside of Vector Unit to see and play it.  

So stay tuned for the official announcement next week.   We hope you like it -- and if you're attending, we hope to see you in the Google I/O Developer Sandbox in a couple of weeks!

Hydro Thunder Hurricane coming to Win8

A blast from the Vector Unit past is back!  Hydro Thunder Hurricane, the Xbox LIVE Arcade hit game from 2010, is revving up its boost engines for another run -- this time for Windows 8!

We've been hard at working porting the game over to PC over the last few months.  In particular we've been optimizing the game to run on tablet PCs, so Hydro Thunder fans can pick up their slates and enjoy rocket-powered speedboat racing out in the real world.  You know, at work, at school, at your in-law's place....wherever portable entertainment is necessary.

HTH will be available for Windows 8 in the Store when the OS launches later this year.  The game will feature all the levels and tracks from the XBLA version, as well as the bonus tracks and levels from the Tempest Pack DLC.

No word on pricing yet.  Stay tuned!

Ask a Developer: Finding a Publisher

"Mr. Johnson" wrote to us recently with this question:

As a Developer, how do you go about getting a publisher for your game (publishing services only)?  Do you send out letters to game publishers requesting for publishing services, and wait for a response containing instructions or do you send in a package with a demo of your game and request publishing services?

Is this something one can do on their own, or should they have a lawyer (if so, what kind)?  I’ve looked all over the Net for info on how to contact and deal with a publisher, but have found nothing.

If you have dealt with publishers yourself, what can someone doing so for the first time expect?

You're not alone, Mr. Johnson -- a lot of new game developers (and experienced ones) grapple with this question.  

There are basically two things you might want a publisher for:  One is to provide funding for your development.  If possible you should try to avoid this -- typically a publisher that pays for development will want to own the Intellectual Property (IP) rights to your game, and will take the lion's share of any royalties.  It makes sense for them, but is not a great deal for the developer unless you really have no other way of funding your game.

The second -- the one that you asked about -- is to help you with distributing and marketing your finished product.  Marketing is something that smaller devs have a hard time with, and many publishers can do really well.  You have to negotiate the rev share, but typically we've heard of deals where the publisher takes maybe 30% of the net revenue in this kind of deal.  Generally you get to keep the IP.

The best way to contact publishers is to have somebody on the inside you can contact directly -- this is why networking at GDC, Games Connection, and other such events is really important.  If you don't have a direct contact, you can go in through the front door with everyone else.  Most publishers have email addresses on their websites for submissions, along with guidelines for submission.  

You don't need a lawyer to contact a publisher, but if a publisher is interested in your game, you'll need to sign a distribution agreement, and you might want to have a lawyer look at that before you sign it to make sure you're not giving away more than you expect.

As far as what to expect, realize that most publishers see dozens of game submissions a week -- maybe even hundreds.  So you need to show them something that stands out, and that seems like it would fit well with their existing portfolio.  I don't think any publishers these days are signing games based on a paper pitch or a powerpoint deck -- you really need to have a playable demo, and if you're new to the industry you might have to have a completely finished game before any publisher will talk seriously to you.

There's a lot more to say about this subject, but there are resources out there to help you.  You can find great info about pitching ideas and negotiating with publishers on game developer websites such as GamaSutra and GameDev.net. 

Good luck to you, Mr. Johnson!  

Helllooooo, Nook!

We just released both of our current Android games -- Riptide GP and Shine Runner -- on the Barnes and Noble App Store for Nook.

Link:  Vector Unit games on Nook

Seriously, the new Nook tablet is a pretty impressive piece of hardware.  It packs a lot of punch for $199.  At least, it runs both of our games well, and that's no easy feat seeing as how they're packed so full of 3D physicsy goodness.  

The old Nook Color ain't so bad, either, and the price is seriously right at $169.  I mean, dang-- that's like the price of a large popcorn at the movies these days.  Well, almost.  But you can't race hydro jets in a bucket of popcorn. 

GDC: Console to Mobile

At GDC 2012 this year, I had the opportunity to present a session on some of the things we learned during Vector Unit's transition from mobile to console development.

Originally the speech was meant to cover a whole range of topics, from development to marketing, but the GDC organizers asked me to focus specifically on production learnings, and to see if I could fit it all into a 25 minute session.  I did, but it was a little tight -- my biggest concern during the presentation (other than the general concern about not totally choking :-) ) was making sure I didn't go over my time limit.

I've been happy to see a little coverage about the presentation in the press.  I think this article by Dennis Scimeca in Pocket Gamer in particular sums up the main points pretty well:

GDC 2012: Vector Unit's Matt Small on what console devs need to know about mobile gaming

You can download the full powerpoint of the presentation here: GDC 2012: Stranger in a Strange Land. I don't normally put down much in terms of speaker notes, but this time around there was a translator providing simulcast Japanese translation and I had to detail out a little more of what I planned to say in the notes for her reference.  The upside to this is you can pretty much read through most of the content of the speech alongside the slides in the downloaded file.

Here's a link to a copy of the SCRUM spreadsheet I mentioned.  No warranties on its formulas or effectiveness, of course -- please feel free to use it or modify it for your own purposes as you see fit.

Example SCRUM

Finally, I wanted to share a couple of links to articles that I referenced or that inspired parts of this session.  

First off, the survey by Owen Goss that I got my sales figures from.  As Owen himself points out, these numbers are not necessarily reflective of the market as a whole, but from what we've seen at Vector Unit they seem to be at least somewhat on the mark:

Results: iOS Game Revenue

And finally, a great article by Emeric Thoa of the Game Bakers that dovetails with many of the things I talked about and also talks about Owen's article:

Money and the App Store

 

Blimey! We're on the BBC!

BBC reporter Marc Cieslak covers the latest phones coming out at Mobile World Congress.  Yeah, that's cool.  But even cooler is how, along the way, he shows both Riptide GP and Shine Runner as examples of "graphically gorgeous gaming".

http://www.bbc.com/future/story/20120305-why-do-phones-all-look-the-same

NVision Magazine premieres, interviews The Unit

Dialect has just launched NVision magazine, a slick new Android digital magazine app that features in-depth articles and interviews about games, technology, movies, and a lot more.  In its first issue, there's a feature story about next-gen tablet development that features interviews with Matt Small and Ralf Knoesel of Vector Unit, alongside some other developers you may recognize.

Definitely recommend checking it out -- not only because we're in it, but because the articles and production values are really top-notch.  And despite what you might think, it's not just a big ad for Nvidia products, and you don't need an Nvidia tablet to run it.  There's really a lot of good stuff in there.  Plus it has a really sweet 3D interface.

Download it here from the Android Market -- excuse me, "Google Play".

Shine Runner Shines on the Transformer Prime

Gadget Helpline just printed an article listing out the best apps to take advantage of the power of the ASUS Transformer Prime tablet, and guess which games they picked?  Alongside Grand Theft Something-Or-Other they singled out Shine Runner.

We searched the Market for games that had been optimised for Tegra 3 devices – the Quad-Core processor that the Prime uses. There are several out there, but one that we came to land on was Shine Runner. It’s a high quality and extremely addictive game that requires you to race a hovercraft through swamplands as a hillbilly character, collecting money and delivering loot.

Thanks for the props, GH!  We're glad you've enjoyed runnin' shine with us!  We'll have to look into that other game at some point too.

Link: Top Apps for the ASUS Eee Pad Transformer Prime

Riptide GP en Manhattan

A while back we had a little chat with Verizon about featuring some Riptide GP footage on Telemundo's popular telenovela "Una Maid En Manhattan".  

We said, "Sure!" and signed some release forms and didn't hear much else about it.

Until now.

Behold.... THE AWESOME!

(Seriously...thanks to Verizon, NVIDIA, and Telemundo for making this happen. We love it.)