Riptide GP2 October Giveaway

We're celebrating the release of the Riptide GP™2 v1.1 mega-update with a fantastic giveaway. One lucky winner will receive an NVIDIA® SHIELD™ handheld gaming device.  Six runners up will receive a Moga Pocket or Moga Pro game controller.  And 10 more runners-up will strut their stuff in new Riptide GP2 T-Shirts.  And ALL of these winners and runners up will get game codes for in-game Riptide GP2 cash. 

Simply click the link below to enter. And for a bonus entry, follow us on Twitter for the latest news, updates, and giveaways.

Giveaway ends on October 31, 2013 at 11:59 pm PST.

*NVIDIA SHIELD, Moga controllers and T-Shirts will be awarded to US residents only.

a Rafflecopter giveaway

The Future is On Your Face

So yesterday I finally -- FINALLY -- had the chance to dive into the future of gaming with Oculus Rift.

Let me say first of all I have a huge crush of the idea of virtual reality.  You kids might not remember this, but back in my day -- hold on, let me get out my corn cob pipe -- back in my day we went to places called video arcades to play video games.  And in one of those arcades way back in the early 90's I had the chance to play Dactyl Nightmare, one of the very first VR games.  

It had terrible flat shaded polygonal graphics, head tracking slow as molasses, and a giant helmet that weighed down your head and filled your face with moist public-utility smells.  And after I played it for the first time (for the first time, note), I totally barfed. 

It was awesome.

Well OK you had to stretch your imagination a bit.  OK a lot.  It's hard to believe it now, but back then to my fevered teenage brain it really seemed like true virtual reality was just a few years away.  

And then a few years stretched into 20 years. 

And then Oculus Rift showed up. 

If you've followed all the hype, like I have, and if you're a huge VR nerd, like I am, then Oculus Rift has basically reignited your hope that totally immersive VR gaming and entertainment is here.  Or almost here.  

We don't have a Rift dev kit here at the Unit, and I've been dying to try it.  They had it at GDC last year, and E3, but everywhere we went there was a massive line and I couldn't spare the time.  So yesterday at the Gaming Insiders Summit, I jammed over to the Oculus VR booth to try it out as soon as I could.

And I have to say -- after all the hype and build up -- I was a little, just a little, disappointed. 

The potential is so there.  It's really close.  Obviously the 3D has improved a bit since Dactyl Nightmare.  And the headset is about a million times more comfortable.

The big problem is the head tracking latency.  The demo guy told me it was about 15 ms but it felt like more than that.  What it means is when you swing your head around to look at something, it takes a little while for the view to catch up.  So every time you move your head, you're reminded that you're looking at a screen and not a world.

Latency also by the way is largely what's responsible for the motion sickness that people sometimes feel in VR.  (Remember my little issue with Dactyl Nightmare.)

The good news is the folks at Oculus VR know all this, and they have a ton of really smart (and well funded) people working to solve this and other issues.  In his talk at GIS CEO Brendan Iribe said their goal is to get the latency down below 10ms.  And oh by the way their CTO is John Motherlovin' Carmack, and HIS goal is to get it down below 5ms.  

There are other issues too, screen resolution, spatial tracking, etc.  But I think all this stuff is solvable once -- if -- they work out the latency. And while I know this is a Herculean technological task -- c'mon, it's John Carmack.

So, OK yeah I was a little disappointed.  But I had 20 years of expectations built up.  

Mostly I came away with the feeling that we actually are close this time.  And the huge amount of money and interest that Oculus is generating right now are the magic ingredients that potentially can push it over the edge.  It's just technology.  It's a completely solvable problem, and once it does get solved...

What then?

 

Nexus 7 Commercial Features Riptide GP2

Check out the latest Nexus 7 commercial from Google, which features some sweet Riptide GP2 action right at the start!  Spoiler alert:  We're really glad the dog doesn't die.

Thanks Patricia Correa @patcorrea10 for the share!

 

Major RGP2 Update Adds New Game Mode & More!

This week Vector Unit is rolling out the first major new update to Riptide GP™2, and it's a doozy!  With version 1.1, players will be able to change the gender of their rider, unlock and race with a screaming fast new hydro jet, and pit their best times against the world in the new "VR Challenge" game mode.

VR Challenge is a new game mode that allows players to download and race against recordings of their Friends' best performances on any track in the game.  Every time you set a new best time, your performance gets uploaded for your Friends to race against.  It's the ultimate test of wave-shredding skill, and works best when you play against multiple friends from Game Center (iOS) or your Google+ Circles (Android).

In addition to VR Challenge, version 1.1 allows players to select between male and female riders.  The new female rider model has all the same great customization features -- and all the epic stunts -- of the original rider. 

And finally, the new update adds a new blazing fast hydro jet.  Fan favorite Scorpion makes its triumphant return from the first Riptide GP game, now retuned and totally remastered for Riptide GP2.  It's on a par with Manta, and excels in raw acceleration and boost.

Riptide GP2 version 1.1 will be available later this week on both Android and iOS.  

Follow us on Twitter, Facebook, and Google+ to find out when exactly the update goes live!

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!