Advice on Getting Started in the Games Industry

One of the most common questions we get is what advice we have for people who are thinking about getting into the games industry.

Here's what I usually tell people:

1. That thing about parachutes and colors

First, realize that there are lots of different types of career paths into and through the games business.  There's game design, programming, art, animation, audio, marketing, advertising, testing (QA), project management, etc.   Even on small teams like ours games are usually made by multiple people, each contributing something unique.

Identify your area of interest:  What skills do you already have?  What are you passionate about?  What do you think you could be good at?  If you feel like you have options, you might also want to consider how hireable/desirable different professions are.  Programmers have an easier time getting hired and typically get paid more than, say, game designers.  But of course it takes more time to train up your skills in programming.

2. Edumacation

It's not a bad idea to get a college degree.  I know you hear stories all the time about people getting into the tech business without a degree, but trust me, it's easier if you have one.  Recruiters and interviewers will just take you more seriously, and in a competitive industry like ours every little bit helps.  It doesn't have to be from Harvard or anything -- there are a lot of vocational schools these days that have great game design departments.

Your degree doesn't have to be game-specific. I have found my B.A. in English to be extremely useful to me throughout my career; it helped me move from production artist to lead artist and creative director.  I would not be where I am right now without it.

3. Show your skills

Equally as important as a college degree (maybe more important) is your portfolio of work.  Of course that makes sense if you're an artist, but it applies if you're in other disciplines as well.  Looking to get into programming?  Roll your own rendering engine or physics demo.  Designer?  Create level layouts and spreadsheets with ability/stat balancing for an RPG.  Marketing?  Write up analysis of a popular game franchise and create marketing plans for how you would launch the next iteration in the series.

One piece of advice I have about portfolios:  It's better to have just a few really high quality examples, than a bunch of mediocre examples.  Be a ruthless editor and don't include anything that doesn't measure up.

When you're first getting started, you won't have a lot of on the job experience, so you need to create your own experience.  The best thing you can do is team up with other people from other disciplines and try actually making some small games. Mobile, PC mod, whatever.  Don't be too ambitious, just concentrate on small, quick, fun games that you can learn from, set aside and start a new one. Every game development experience, even the bad ones (sometimes especially the bad ones) is a learning experience. And employers in the future will love to see that you're motivated and creative enough to do stuff on your own time.

4. Job? I don't need no stinkin' job!

You'll probably ask yourself at some point:  Do you even need to get a job?  There are a lot of opportunities for small indie game developers these days.  You can make your own stinkin' job, right?!

Technically this is true.  But remember that are 1000's of games released every day on mobile and PC, and 99% of them don't make any money.  Of the remaining 1%, 99% of THEM maybe make enough money to buy themselves a coffee every day.  I know it's tempting to skip getting a job and go straight to founding your own mobile development studio.  And that might work for you.  But if you can manage it, getting a job at a major company like Zynga or Kixeye or EA or 2K is an invaluable experience, and one that will give you a big leg up on the competition if you ever do decide to try the indie thing.

5. Woohoo!

When you do get a job, here's some random bits of advice:  

  • Be humble and realize that there's a lot to learn even from the most basic or mundane-seeming gigs in the industry.  
  • Look up from your desk and absorb as much as you can about the process of making games that's happening all around you.  
  • Meet people outside your discipline or department.  Learn what they do.  
  • Ask questions. 

Above all be patient, it's a competitive industry to get into but it can be an incredibly rewarding one!

Riptide GP2's Phat Beats

One of the signatures of the Riptide GP series is a cool electronic soundtrack, and Riptide GP2 is no exception.  With the sequel we took things in a more dub-steppy direction, but still kept a few chill/trance tracks in there to help you relax when you're striving for those 3 stars.

We often get requests for the soundtrack, and unfortunately we can't actually give the music away or re-sell it.  For Riptide GP2 we licensed all of our music, which means we can distribute it in-game but not in any other form.

However, if you love the tunes and want to try buying them yourself, here's a list of the tracks in the game:

  1. [Menu music] Launching and Landing (by Michael Musco) 
  2. When Angels Fall (Stefan Bode) 
  3. Atari Euphoria (by Paul Wilki) 
  4. Uplifting Vocal Trance (by Caramusic) 
  5. Zero Gravity (by Crispy Sound) 
  6. Astronaut (by Vincent Tone)

We licensed these from a variety of online sites like audiomicro.com, premiumbeat.com, audiojungle.net, and shockwave-sound.com.  

Riptide GP2 Is Out and the Votes are In!

Vector Unit's latest game Riptide GP2 has been released for both iOS and Android.  The team here is excited, relieved, and really gratified that the customer reception has been so great.  As of this writing the average reviews on both platforms are hovering somewhere around 4.75/5.  Thanks everyone!

In addition, the critical reviews have been great!

Here's just a few comments from critics around the web:

Riptide GP2 is an excellent water racer that looks as good as it plays. With online multiplayer, upgrades, and several tracks on different worlds, it has a ton of replay value.

CNet, 5/5 (Full Review)

Riptide GP was a great game... the improvements and additions made by Vector Unit have turned Riptide GP2 into a full-fledged excellent racing game.

Touch Arcade, 4.5/5 (Full Review)

Riptide GP2 is...a fantastic upgrade over Riptide GP and is worthy of its asking price. It'll keep players entertained for hours while splashing around tracks, pulling off mega stunts, and earning enough money and upgrades to improve their ride.

148apps, 4/5 (Full Review)

At $3, this game is worth the asking price for the Career Mode alone. The multiplayer mode is the sweetest of cherries on the top, and it’s safe to say that I’m in love with the game

Phandroid (Full Review)

Thanks to everyone for supporting our new game!  See you online!

PHEW! Another game shipped

Whelp, Riptide GP2 is in the can, and we're shipping it out to Android and Apple phones and tablets around the world this week.  

It's always a little bittersweet finishing a game.   It's not like baking a cake, where the timer pings and you pull it out and put frosting on and it's done.  With a game, it's never really clear when it's finished.  You keep going over and over the list of features and little polish items you wanted to squeeze in, trying to decide if it's worth pushing back the final date a little bit further to make room for this one ... last.... thing.

And that list doesn't get shorter.  Every time we cross something off the list, we add something else.  You never actually cross the last item off the list.  You can always polish a little more.   Eventually you just reach a point where you make yourself stop -- or somebody else (like a publisher) makes you stop.  And then you ship it.

I'm really, really proud of Riptide GP2.  Ralf was saying the other day and I agree -- it's the best game we've made so far.  I feel like we took all the lessons from our previous four games and rolled them into this one effort.  There's a ton of content, a lot of variety, a great multiplayer experience, and -- if may say so myself -- it looks really good.  

So, we're done and now the fun part starts -- hearing the reactions from fans and reviewers out there who hopefully like the game.  That's the thing about mobile, in fact you're actually never completely done, you're always fixing and tweaking and adding features based on player feedback, and rolling those changes into updates.

Speaking of updates:  

You may notice a big fat "Coming Soon" button on the main menu.  That was  a big-ticket list item that we decided a couple of months ago to push into an update rather than try and squeeze it in for launch.  I'm not going to say what that feature is yet.  But suffice it to say it's a feature I'm really looking forward to, and will extend the gameplay experience a ton.  

See?  It's done.  But its not finished :-)

Riptide GP2 release dates announced

So it's official, Riptide GP2 is coming to Android and iOS devices around the world NEXT WEEK!

The game will be released for Android in the Google Play Store on Tuesday, July 23.  

The iOS version will follow shortly thereafter in the iTunes App Store on Thursday, July 25

The new game features online multi-player, all new tracks and hydro jets, a new career mode, customizable vehicles, and a totally revamped stunt system!

Ask Vector Unit Anything on Reddit, Thursday 7/18

The Vector Unit team will host an IAMA session on Reddit Thursday, July 18, at 12noon Pacific Time.  

For the first time anywhere we'll be announcing the official launch date for our upcoming game Riptide GP2!  We'll also answer your questions about the game, about our other games, about mobile and console game development, about the trials and tribulations of indie game development, about Android and iOS, about our favorite burritos, about ... well, really about anything.  All you have to do is show up and start asking!  

The offical Reddit names of the Vector Unit team hosting the AMA are:

  • VectorRalf (Ralf Knoesel)
  • VUMatt (Matt Small)
  • TimmUnit (Timm Sewell)
  • Zypherman (Matthew Bryant)

 The post will be from one of these accounts.  Accept no substitutes!

We'll update this with a link to the actual AMA post once it goes up.

See you there!

Bow Before the Hydro Jets of Riptide GP2!

Riptide GP2 offers a ton of awesome new content, not least of which is a whole slew of brand new super-fast hydro jets!  You'll recognize some old favorites in this new trailer, as well as some new additions:

Not only are the new hydro jets more detailed than in RGP1, not only are they faster, but you can also upgrade their performance and customize their look!

Contest Time!

On top of all of this, we're announcing a contest to help us rename one of the hydro jets .. the Spinner. This is one of the fastest jets in Riptide GP2, with kind of a retro vibe to it.  And yet we're not crazy about the original name we came up with...Spinner. 

That's why we're announcing this contest!

We're asking your help to come up with a new and totally awesome name for this hydro jet.  We'll pick our favorite name out of all the entrants, and the person who suggests it will get their name in the game credits, and win a wireless Bluetooth Nyko PlayPad Pro!  And even if your suggestion doesn't get picked, we have nine more PlayPads and PlayPad pros to give out to people who enter!

Contest is open from June 28 to July 5.  See the contest page for all the rules and details.

Good luck!  And may the best name win!

 

Riptide GP2 Development Update: Are We There Yet?

Hi everyone!  We get a lot of questions from people asking us when Riptide GP2 is coming out.  I know, we've just been all mysterious, saying "this summer", or "Summer '13" and people are like, what?  June?  August?  September???

Well.... I can't say exactly, but we're shooting for something in the July timeframe.  Ultimately, what it comes down to is we're going to release the game when we feel like it's done.  

What I can say is, the game is shaping up nicely.  We've got all the new jet skis -- sorry, "hydro jets" -- done. And I'm really happy with them -- they're way higher poly than the vehicles from the first RGP, they have cooler details, there's more of them, and there are some funky new ones that look totally different from the first game.

Also a lot of the tracks / environments are done.  Our goal is to have more variety than the first game, and we totally have that.  Now we're just adding a last couple of tracks and polishing the bejeezus out of the ones we have.

The big piece of the puzzle still being worked on is the progression tuning.  Riptide GP2 has a whole career mode, where you earn money to buy new hydro jets or upgrade the ones you already own, experience points to upgrade your character, and stars (or maybe we'll change that to something else?) to unlock new races and events.  It all works, but we need to play with it more and tune it so the progression and challenge feels good.

And of course there's a lot of general gameplay tuning and polishing.  We are playing multiplayer matches every day at the office to make sure the whole game feels tight and delicious.  

So don't fear -- the final game is not far off.  Just a little more content, a little more polish, and about a month or so of hard work and we'll be good to go!  Stay tuned...