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<!--Generated by Squarespace V5 Site Server v5.13.159 (http://www.squarespace.com) on Thu, 23 May 2013 16:47:59 GMT--><feed xmlns="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><title>Developer Blog</title><subtitle>Developer Blog</subtitle><id>http://www.vectorunit.com/blog/</id><link rel="alternate" type="application/xhtml+xml" href="http://www.vectorunit.com/blog/"/><link rel="self" type="application/atom+xml" href="http://www.vectorunit.com/blog/atom.xml"/><updated>2013-04-06T01:35:50Z</updated><generator uri="http://five.squarespace.com/" version="Squarespace V5 Site Server v5.13.159 (http://www.squarespace.com)">Squarespace</generator><entry><title>10 Million</title><category term="Android"/><category term="Beach Buggy Blitz"/><id>http://www.vectorunit.com/blog/2013/3/7/10-million.html</id><link rel="alternate" type="text/html" href="http://www.vectorunit.com/blog/2013/3/7/10-million.html"/><author><name>Matt</name></author><published>2013-03-08T02:48:02Z</published><updated>2013-03-08T02:48:02Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="thumbnail-image-float-left ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fbbb%2FBeachBuggyBlitz_Announce_02.jpg%3F__SQUARESPACE_CACHEVERSION%3D1362711008132',720,1280);"><img src="http://www.vectorunit.com/storage/thumbnails/6243213-19189340-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1362711018407" alt="" /></a></span></span>So today<em> Beach Buggy Blitz </em>passed 10 Million downloads in the Google Play app store.</p>
<p>10 Million!</p>
<p>I come from a console development background. &nbsp;Back when I worked on console games for the PS2 and Xbox, and Xbox 360, we had a completely different idea of "audience". &nbsp;</p>
<p>The most successful console game I ever worked on was when I was at Stormfront Studios: &nbsp;<em>Lord of the Rings: The Two Towers. </em>&nbsp;I believe that game sold something like 4 million copies across all platforms, and that was considered a huge success. &nbsp;Heck, it WAS a huge success!</p>
<p>Of course <em>LOTR:TT&nbsp;</em>sold for $50/copy or something like that so we're talking about a lot of money. <em>&nbsp;Beach Buggy Blitz</em> is free, and we depend on lots and lots of people playing the game in the hopes that a few of those people will pay. &nbsp;And in fact about 1.5% of players do eventually buy something. &nbsp;So for us, a small company, <em>Beach Buggy Blitz</em> is also a huge success.</p>
<p>But apart from the money, the thing that amazes me is the idea that 10 million people have played our game. &nbsp;And most of them really liked it! &nbsp;We know it's not perfect, there are lots of things we'd love to improve or do differently if we had to do it over again. &nbsp;But still, we poured a lot of our creativity and hard work into that game, and to think that 10 million people have played it and mostly enjoyed it is really staggering, and a little humbling.</p>
<p>I wonder how many total hours of gameplay that is... [Eyes glaze over].</p>
<p>Anyway, to all of you who have played <em>Beach Buggy Blitz</em>, thanks a lot for your support and your engagement, and for the ideas that you have posted on our Facebook page or tweeted or emailed to us. &nbsp;And thanks even for some of the criticisms which have helped us make the game better.&nbsp;</p>
<p>The <em>Beach Buggy Blitz</em> story is not over! &nbsp;There will be more updates and fixes and patches. &nbsp;And most importantly we have big Beach Buggy plans for later this year. &nbsp;Hopefully we'll continue to do justice to the parts of the game you like, and add even more stuff for you to enjoy -- I'd hate to have 10 million people angry at me!</p>]]></content></entry><entry><title>My Favorite 2-Star Review Ever</title><category term="Riptide GP"/><id>http://www.vectorunit.com/blog/2012/8/9/my-favorite-2-star-review-ever.html</id><link rel="alternate" type="text/html" href="http://www.vectorunit.com/blog/2012/8/9/my-favorite-2-star-review-ever.html"/><author><name>Vector Unit</name></author><published>2012-08-09T17:05:33Z</published><updated>2012-08-09T17:05:33Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Riptide GP generally gets pretty good reviews -- about 4.5/5 stars average in the App Store and Play Store. &nbsp;But there are people who don't like it. &nbsp;Sometimes they don't like it because they want multiplayer or some other feature. &nbsp;Sometimes it just doesn't click.</p>
<p>But sometimes you get a negative review that actually makes you smile. &nbsp;And this is one of those:</p>
<blockquote>
<p class="reviewer-title">Not that good ★★</p>
<p class="reviewer">by - Version 1.3 - Aug 8, 2012</p>
<p class="review-text">I am a kid and I even know that this game is hardly realistic because I know if you release the gas it's like you automatically have the brakes on and also if u ride a jet ski on land it's gonna get a hole in it and it's done for however long till it gets fixed. Also a jetski that doesn't get a hole in it from driving on land will be heavy making it not go up hills or waves well. Also you hit a wall or another jetski at that speed your screwed.</p>
</blockquote>
<p class="review-text">Well, anonymous reviewer kid... you're right.</p>]]></content></entry><entry><title>10 Awesomest Things from Google I/O</title><category term="Dev Life"/><category term="Google I/O"/><id>http://www.vectorunit.com/blog/2012/6/29/10-awesomest-things-from-google-io.html</id><link rel="alternate" type="text/html" href="http://www.vectorunit.com/blog/2012/6/29/10-awesomest-things-from-google-io.html"/><author><name>Matt</name></author><published>2012-06-30T00:58:53Z</published><updated>2012-06-30T00:58:53Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-left ssNonEditable"><span><img src="http://www.vectorunit.com/storage/blog-images/IMAG0138.jpg?__SQUARESPACE_CACHEVERSION=1341018521279" alt="" /></span></span>This last week we traveled allllll the way down to San Francisco to attend Google I/O as part of the Developer Sandbox. &nbsp;</p>
<p>The main reason for going was to show off our new game, <em>Beach Buggy Blitz ...</em>&nbsp;which we did to every poor sucker who walked by within arm's length of our kiosk and didn't run away screaming when we shoved our preloaded Nexus 7's into their face. &nbsp;</p>
<p>Actually, OK, it was a bit more relaxed than that. &nbsp;We had a great time meeting fellow Android nerds, and people seemed to really enjoy the game, which was gratifying because we haven't shown it to many people outside our little circle.</p>
<p>We had the Sandbox kiosk on Thursday, and on Wednesday and Friday we got to wander around, explore, check out some exhbits, and just soak up the Android love. &nbsp;</p>
<p>Along the way we saw some things we really liked, and here in no particular order, are our top 10:</p>
<h3>1. Nexus 7</h3>
<p>Um... a 7" Tegra 3 tablet, kept eternally up to date with the latest pure Android experience starting with the as-yet-unreleased Jellybean...for $199? &nbsp;<a href="http://www.google.com/nexus/#/7" target="_blank">Yes, please</a>. &nbsp;Sure you could quibble about not having a back-facing camera or HDMI out or whatever, but...for the love of pete it's $199! &nbsp;This is the new ultimate portable gaming device.</p>
<h3>2. Jellybean and Project Butter</h3>
<p>Jellybean is Android OS 4.1, and it's slick. &nbsp;It's especially slick because of "Project Butter", Google's effort to smooth out the UI in Android. &nbsp;Anyone who's compared an iPad and Android tablet side by side knows what I'm talking about. &nbsp;And thanks to their efforts Jellybean on a Tegra 3 at least is smooooooth as silk, and there are a lot of other new features we like as well.</p>
<h3>3. The giant Nexus Q ball</h3>
<p>I never quite figured out <a href="http://www.youtube.com/watch?v=C4YHsd-sxBQ" target="_blank">what this thing did</a>, but it was big and robotic and it played cool music.</p>
<h3>4. Cube 3D printer</h3>
<p>At $1299 it's not cheap, but the Cube is the first consumer-level 3D printer that I've ever seen that actually <a href="http://news.cnet.com/8301-17938_105-57425040-1/3d-systems-cube-3d-printer-available-for-pre-order/" target="_blank">looks like it does what you want</a>. &nbsp;We were super impressed with the quality of the detail and the durability of the materials. &nbsp;It really is kind of like magic. &nbsp;Slow magic, but still...magic.</p>
<h3>5. Beach Buggy Blitz!</h3>
<p>Yeah OK I know this is self serving, but it's my list dammit. &nbsp;And yeah we were super happy to finally be able to show the game to people and talk to them about it and it didn't crash or do anything weird, and so I think it's fair to say it was the highlight of the show for us at least :-)</p>
<h3>6. That guy with the helicopter</h3>
<p>Dammit, I didn't get a video of this guy, but on Thursday afternoon this RC helicopter champion gave a demonstration in front of a massive crowd that was completely insane. &nbsp;He flew that thing upside down, sideways, and within inches of the ceiling and floor. &nbsp;Really, he distorted physical reality. &nbsp;It was loco.</p>
<h3>7. Visual Studio development plugins for Android and Chrome Native Client</h3>
<p>This is actually Ralf's favorite thing. &nbsp;NVIDIA is releasing a plugin that allows direct building and debugging of Android apps from within Visual Studio. &nbsp;And Google is releasing one for Chrome Native Client. &nbsp;This is going to make developing and debugging Android and Chrome apps a lot smoother!</p>
<h3>8. 10 Things Every Android Game Developer Should Know</h3>
<p><a href="https://developers.google.com/events/io/sessions/gooio2012/110/" target="_blank">This talk</a> on Friday morning by Daniel Galpin and Ian Lewis focused on what NOT to do to NOT get featured....or NOT NOT get featured. &nbsp;Or something. &nbsp;Anyway it was really informative, and surprisingly entertaining and funny to boot. &nbsp;I don't know if they'll post it online, but if they do and you ever think about making Android games you should watch it.</p>
<h3>9. Skydivers with Glass</h3>
<p>By now <a href="http://www.youtube.com/watch?v=uh-liQDE3cM" target="_blank">pretty much everybody's seen this</a>, or at least heard about it. &nbsp;And even though I'm not totally sold on wearing a plastic toothbrush with a camera on it next to my face, the demo was pretty incredible. &nbsp;Hats of to Google for coordiating a live demo like that which could have gone wrong in so many ways...and didn't.</p>
<h3>10. Free Stuff!</h3>
<p>Nexus 7, Nexus Q, Galaxy Nexus phone, Chromebox. &nbsp;Plus T-shirts, little pins and stickers, free food and booze and music and entertainment. &nbsp;OK well I guess it's not technically free if you bought your ticket, but it's still pretty awesome considering that most conferences don't give you anything except tired feet.&nbsp;</p>
<p>Thanks again, Google! &nbsp;See you next year (I hope!)</p>]]></content></entry><entry><title>Ask a Developer: Finding a Publisher</title><category term="Ask a Developer"/><id>http://www.vectorunit.com/blog/2012/3/30/ask-a-developer-finding-a-publisher.html</id><link rel="alternate" type="text/html" href="http://www.vectorunit.com/blog/2012/3/30/ask-a-developer-finding-a-publisher.html"/><author><name>Vector Unit</name></author><published>2012-03-30T16:10:57Z</published><updated>2012-03-30T16:10:57Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>"Mr. Johnson" wrote to us recently with this question:</p>
<blockquote>
<p>As a Developer, how do you go about getting a publisher for your game (publishing services only)? &nbsp;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?</p>
<p>Is this something one can do on their own, or should they have a lawyer (if so, what kind)? &nbsp;I&rsquo;ve looked all over the Net for info on how to contact and deal with a publisher, but have found nothing.</p>
<p>If you have dealt with publishers yourself, what can someone doing so for the first time expect?</p>
</blockquote>
<p>You're not alone, Mr. Johnson -- a lot of new game developers (and experienced ones) grapple with this question. &nbsp;</p>
<p>There are basically two things you might want a publisher for: &nbsp;One is to provide funding for your development. &nbsp;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. &nbsp;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.</p>
<p>The second -- the one that you asked about -- is to help you with distributing and marketing your finished product. &nbsp;Marketing is something that smaller devs have a hard time with, and many publishers can do really well. &nbsp;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. &nbsp;Generally you get to keep the IP.</p>
<p>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. &nbsp;If you don't have a direct contact, you can go in through the front door with everyone else. &nbsp;Most publishers have email addresses on their websites for submissions, along with guidelines for submission. &nbsp;</p>
<p>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.</p>
<p>As far as what to expect, realize that most publishers see dozens of game submissions a week -- maybe even hundreds. &nbsp;So you need to show them something that stands out, and that seems like it would fit well with their existing portfolio. &nbsp;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.</p>
<p>There's a lot more to say about this subject, but there are resources out there to help you. &nbsp;You can find great info about pitching ideas and negotiating with publishers on game developer websites such as GamaSutra and GameDev.net.&nbsp;</p>
<p>Good luck to you, Mr. Johnson! &nbsp;</p>]]></content></entry><entry><title>GDC: Console to Mobile</title><category term="GDC"/><id>http://www.vectorunit.com/blog/2012/3/12/gdc-console-to-mobile.html</id><link rel="alternate" type="text/html" href="http://www.vectorunit.com/blog/2012/3/12/gdc-console-to-mobile.html"/><author><name>Matt</name></author><published>2012-03-12T17:03:10Z</published><updated>2012-03-12T17:03:10Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-left ssNonEditable"><span><img src="http://www.vectorunit.com/storage/blog-images/gullivers39travels3930.jpg?__SQUARESPACE_CACHEVERSION=1331572631641" alt="" /></span></span>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.</p>
<p>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. &nbsp;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.</p>
<p>I've been happy to see a little coverage about the presentation in the press. &nbsp;I think this article by Dennis Scimeca in Pocket Gamer in particular sums up the main points pretty well:</p>
<p><a href="http://www.pocketgamer.biz/r/PG.Biz/Vector+Unit+news/news.asp?c=38725" target="_blank">GDC 2012: Vector Unit's Matt Small on what console devs need to know about mobile gaming</a></p>
<p>You can download the full powerpoint of the presentation here:&nbsp;<a href="http://www.vectorunit.com/storage/VectorUnit_GDC_2012_Console_to_Mobile.pptx">GDC 2012: Stranger in a Strange Land</a>. 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. &nbsp;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.</p>
<p>Here's a link to a copy of the SCRUM spreadsheet I mentioned. &nbsp;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.</p>
<p><a href="https://docs.google.com/spreadsheet/ccc?key=0AktulTv_lveXdGlqUy1fQjFVdzFhUzlIclB6dFFjWEE" target="_blank">Example SCRUM</a></p>
<p>Finally, I wanted to share a couple of links to articles that I referenced or that inspired parts of this session. &nbsp;</p>
<p>First off, the survey by Owen Goss that I got my sales figures from. &nbsp;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:</p>
<p><a href="http://www.streamingcolour.com/blog/2011/09/28/results-ios-game-revenue-survey/">Results: iOS Game Revenue</a></p>
<p>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:</p>
<p><a href="http://thegamebakers.com/money-and-the-app-store-a-few-figures-that-might-help-an-indie-developer.html" target="_blank">Money and the App Store</a></p>
<p>&nbsp;</p>]]></content></entry><entry><title>Thoughts on SOPA</title><category term="Dev Life"/><id>http://www.vectorunit.com/blog/2012/1/18/thoughts-on-sopa.html</id><link rel="alternate" type="text/html" href="http://www.vectorunit.com/blog/2012/1/18/thoughts-on-sopa.html"/><author><name>Vector Unit</name></author><published>2012-01-18T17:36:01Z</published><updated>2012-01-18T17:36:01Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Today's the big blackout protest day for SOPA, the anti-piracy bill currently wending its way through Congress.</p>
<p>There are a lot of reasons to dislike SOPA. &nbsp;But a<span>s a software developer, I have mixed feelings about the bill, and I have to admit I'm a little annoyed by all the knee-jerk opposition to it.&nbsp;</span><br /><br /><span>Granted, it's a poorly written bill. I don't want to see it passed in its current form. But it does try to address a real problem, and the thing that bugs me is that opposition to the bill never proposes any kind of alternative solution.</span><br /><br /><span>As with the whole ratings issue, ultimately the solution should come from the private sector. But the private sector has been achingly silent on the issue.</span><br /><br /><span>Here's an example of the kind of thing I'd like to see: </span></p>
<p><span>Youtube self-regulates copyright infringement through content search and advertising revenue. It also provides copyright holders a means to flag infringing content for review. Yet if you do a simple Google search for one of my games, you get any number of hits on the first page or two that take you directly to pirate sites where users can (for Android apps) just click a link and download the game for free. I suspect many users who do so don't even know they're pirating the game. And yet Google provides no means for me to flag a link for review. I can, however, flag content as "inappropriate" -- why is that? Boobs bad but pirated software OK?</span><br /><br /><span>Maybe it isn't a perfect solution, but it's an example of the kind of thing I'd like to see companies like Google talking about, instead of just putting a stupid black bar over their logo.</span><br /><br /><span>So to all o' youse who are applauding the blackout today: Why not take advantage of the browsing downtime and spend a little brain power thinking up real solutions? If you want a vibrant independent game developer community, you need to be concerned not only about free speech, but also about the ability of said independent developers to turn a profit.</span></p>]]></content></entry><entry><title>Only an App developer...</title><category term="Dev Life"/><id>http://www.vectorunit.com/blog/2011/10/27/only-an-app-developer.html</id><link rel="alternate" type="text/html" href="http://www.vectorunit.com/blog/2011/10/27/only-an-app-developer.html"/><author><name>Vector Unit</name></author><published>2011-10-27T19:51:20Z</published><updated>2011-10-27T19:51:20Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="thumbnail-image-float-left ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fthumbnails%2F6243213-14852976-thumbnail.jpg%3F__SQUARESPACE_CACHEVERSION%3D1319746368575',255,300);"><img src="http://www.vectorunit.com/storage/thumbnails/6243213-14852979-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1319746368576" alt="" /></a></span></span>Some days my life seems.... a little unreal.</p>
<p>How else can you explain the picture to the left? &nbsp;The hottest new iPhone and one of the hottest new Android phones bought by the same person within an hour of each other.</p>
<p>And why? &nbsp;Not because I'm going to use them. &nbsp;Oh no. &nbsp;So we can debug some stuff on them.</p>
<p>Weirdest conversation with the guy at the Apple Store too:</p>
<p style="padding-left: 30px;"><strong>Me</strong>: &nbsp;Hi, I'd like to buy an iPhone 4S!</p>
<p style="padding-left: 30px;"><strong>Genius</strong>: &nbsp;OK, what carrier do you want? &nbsp;Sprint? &nbsp;Verizon? &nbsp;AT&amp;T?</p>
<p style="padding-left: 30px;"><strong>Me</strong>: &nbsp;I don't care. &nbsp;Whichever you have in stock.</p>
<p style="padding-left: 30px;"><strong>Genius</strong>: &nbsp;Er, OK. &nbsp;Well what size do you want? &nbsp;16GB? &nbsp;32GB?</p>
<p style="padding-left: 30px;"><strong>Me</strong>: &nbsp;Whichever is cheapest.</p>
<p style="padding-left: 30px;"><strong>Genius</strong>: &nbsp;Ah, OK. &nbsp;And, uh...what color do you want?</p>
<p style="padding-left: 30px;"><strong>Me</strong>: &nbsp;I don't care. &nbsp;Whatever you have in stock.</p>
<p style="padding-left: 30px;"><strong>Genius</strong>: &nbsp;Really? &nbsp;Most people ... whatever, OK --</p>
<p style="padding-left: 30px;"><strong>Me</strong>: &nbsp;No wait, white. <em>&nbsp;[After realizing all our other iPhones are black, so white will help us tell them apart more easily. &nbsp;Who's the Genius now??]</em></p>
<p style="padding-left: 30px;"><strong>Genius</strong>: &nbsp;Ok, white. &nbsp;Well you're in luck, we have just a couple in stock. &nbsp;These things have been selling out really fast.</p>
<p style="padding-left: 30px;"><strong>Me</strong>: &nbsp;That's awesome, thanks. &nbsp;What's your return policy again?</p>
<p>The guy must have thought I was a freaking lunatic. &nbsp;</p>
<p>Actually I'm being kind of a jerk about it -- Sorry, I'm sleepy. &nbsp;It's actually a really sweet phone. &nbsp;So's the S2. &nbsp;The nerd in me would be drooling over getting a chance to play with both of these puppies. &nbsp;If I weren't so busy. &nbsp;And if my credit card weren't emitting low moans of ultimate pain and suffereing from inside my wallet.</p>
<p>SHH! &nbsp;Bad credit card!</p>]]></content></entry><entry><title>The long days of summer</title><category term="Dev Life"/><id>http://www.vectorunit.com/blog/2011/9/23/the-long-days-of-summer.html</id><link rel="alternate" type="text/html" href="http://www.vectorunit.com/blog/2011/9/23/the-long-days-of-summer.html"/><author><name>Matt</name></author><published>2011-09-23T16:52:26Z</published><updated>2011-09-23T16:52:26Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Wow. &nbsp;I just realized it's been months since we posted anything up here in the old Vector Unit blog. &nbsp;Sorry for the extended downtime -- we've been craaaazzzy busy.</p>
<p>What have we been busy with?</p>
<p>Well there's Riptide GP for one. &nbsp;We haven't really made any official announcements, but I don't think it's any surprise at this point that Riptide GP is on its way to iPhone, iPad, and non-Tegra Android phones and tablets. &nbsp;We've been hard at work porting the game over and testing it to make sure the game is as fast and fun as possible on a whole range of new devices. &nbsp;</p>
<p>We've also been working on a brand new game which we're really excited about. &nbsp;I won't say too much about it, except that it involves water. &nbsp;And moonshine. &nbsp;And chickens. &nbsp;Stay tuned for an announcement sometime in October.</p>
<p>OK well that's enough time in the blogosphere. &nbsp;Gotta get back to work! &nbsp;</p>]]></content></entry><entry><title>How Free is Freemium?</title><category term="Freemium"/><category term="Mobile Games"/><id>http://www.vectorunit.com/blog/2011/7/16/how-free-is-freemium.html</id><link rel="alternate" type="text/html" href="http://www.vectorunit.com/blog/2011/7/16/how-free-is-freemium.html"/><author><name>Matt</name></author><published>2011-07-16T18:28:24Z</published><updated>2011-07-16T18:28:24Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-left ssNonEditable"><span><img src="http://www.nyneaxis.com/wp-content/uploads/2011/02/gun_bros.png?__SQUARESPACE_CACHEVERSION=1310842221557" alt="" /></span></span>Playing <a href="https://market.android.com/details?id=com.glu.android.gunbros_free" target="_blank">Gun Bros</a> this weekend I think I finally "get" the dual-income Freemium business model. &nbsp;</p>
<p>I was always puzzled about why you need to design two different kinds of money in a Freemium game (at least, this type of Freemium game.) &nbsp;Why not just one? &nbsp;But now I get it -- Money A is is for the cheapos out there (like me) who just want to earn money by grinding, Money B is for people who give a little back to the developers -- who are willing to click on ads, invite Friends, or pay out real money -- in exchange for extra special buffs or upgrades. &nbsp;(Of course you can buy extra Money A too if you want.)</p>
<p>I have to say, to my surprise I'm even finding Gun Bros fun. &nbsp;It's a silly game, the art is cute, the game is entertaining, and the plentiful upgrades are pretty satisfying. &nbsp;Even the economy -- while it seemed complicated at first -- is not <em>overly</em> annoying. &nbsp;Haven't actually paid any money yet, although I've definitely felt the temptation. &nbsp;<br /><br />We've been talking a lot at Vector Unit about whether it makes sense for us to try and design a game around this type of economy, rather than our usual "old fashioned" way of just making games that people pay for once and then just...play.</p>
<p>Freemium is tempting. &nbsp;You get craptons of downloads, and from everything we've seen if you design the game right, you can make a lot more money than you can with a regular pay-to-play game. &nbsp;Also it helps combat piracy (why pirate a free game?)</p>
<p>But man, I don't know. &nbsp;I still have some problems with this whole model.</p>
<p>For one thing, it seems odd to call these games "casual" when in fact the currency management is as complicated as any mid-level console RPG. &nbsp;It seriously took me a while to figure out Gun Bros, and it's not even complicated compared to Farmville or something.</p>
<p>But also, I think there's something kind of messed up about a game that allows -- even encourages -- players to spend this much money. &nbsp;In Gun Bros, the cheapest coin package you can buy is $2.99 -- which is probably about how much the game would cost if it were a P2P game. &nbsp;The biggest package of in-game booster currency you can buy costs $199. &nbsp;TWO HUNDRED DOLLARS. &nbsp;For a simple dual stick shooter!&nbsp;<br /><br />I wonder if there will ever be some kind of backlash against games like this and Farmville. From a social-good standpoint, it seems like there's a very fine line between online gambling addiction and Freemium gaming compulsion.&nbsp;<br /><br />And what about the gamers who support these "free" games, who complain about mobile games that you have to pay for? &nbsp;Do they realize what they're giving up? &nbsp;That the game mechanics are designed around increasing your frustration and impatience, rather than your entertainment and enjoyment?&nbsp;<br /><br />I'm not saying we're not going to try this out at some point. &nbsp;Man, the numbers don't lie. &nbsp;But I still feel like there's something to be said for paying $2, or $5, or -- gasp -- even $20 or more for a clean, well designed game experience that doesn't ask anything from me other than my pleasure.</p>]]></content></entry><entry><title>The tech behind Riptide GP</title><category term="Android"/><category term="Dev Life"/><category term="Riptide GP"/><category term="Tech"/><id>http://www.vectorunit.com/blog/2011/6/27/the-tech-behind-riptide-gp.html</id><link rel="alternate" type="text/html" href="http://www.vectorunit.com/blog/2011/6/27/the-tech-behind-riptide-gp.html"/><author><name>Ralf</name></author><published>2011-06-27T23:40:27Z</published><updated>2011-06-27T23:40:27Z</updated><content type="html" xml:lang="en-US"><![CDATA[<div><span id="internal-source-marker_0.7110582366585732">You would think that converting a current-gen console game engine to a phone would be a daunting task. &nbsp;I&rsquo;m happy to report that this is not the case! &nbsp;This year&rsquo;s crop of smartphones with their multiple CPU cores and competent GPUs are definitely up to the task.</span></div>
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<div><span class="full-image-float-right ssNonEditable"><span><img style="width: 300px;" src="http://www.vectorunit.com/storage/riptidegp/Wipeout.jpg?__SQUARESPACE_CACHEVERSION=1309218787990" alt="" /></span></span>When we started developing Riptide GP for Tegra 2, we had certain expectations of the performance we could squeeze out of these devices. &nbsp;The GPU (graphics) more or less met our expectations, so we were able to hit our graphics quality and rendering performance targets by optimizing the fragment shaders and doing more work per vertex. &nbsp;However, we were completely blown away by the CPU (computation). &nbsp;The dual-core ARM Coretex A9 is an amazing piece of silicon. &nbsp;What&rsquo;s running in Riptide GP is the same underlying water simulation that powered our previous game on the Xbox 360!</div>
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<div><span>Besides our internal tech there are three key components that made Riptide GP possible: &nbsp;The Android NDK, Bullet Physics, and FMOD Sound System. &nbsp;The NDK allows us to write native C++ code which is then optimized for the ARM architecture. &nbsp;Bullet Physics, which we use for collision detection and rigid body simulation, just worked out of the box. &nbsp;FMOD Sound System released an Android version of their SDK just in time, which has been working flawlessly since the first release.</span></div>
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