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Ask us about Vector Unit, our games, game development, whatever. When we get a chance we'll answer it in an upcoming "Ask a Developer" blog entry.

Send your question to:
info@vectorunit.com

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Entries in Ask a Developer (4)

Friday
Mar302012

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!  

Wednesday
Oct272010

Vector Unit Game Engine

Ask a Developer!

Ben Wei, currently attending Purdue University (go Boilermakers!), asks us about our game engine:

Can you tell us more about it?  What is it called?  What sort of third-party tools and components did you use (things like physics, sounds, and even modeling programs interest me)?  Does your engine run on more than just the Xbox 360?

These days we refer to our engine simply as the Vector Engine.  When we first started our company, we explored using various middleware solutions, but none of them were a great fit for what we were trying to do.  Our most important requirement for an engine was content creator efficiency.  We chose this as our number one feature because we knew that as a small developer we would need to get the most out of our relatively small budgets to be competitive.

Our engine is able to achieve this efficiency with rapid iteration, a short learning curve, stable and intuitive tools, and keeping things simple.  Some examples of specific engine features which allow us to do this:

  • Real-time telemetry between our tools and the game - when a content creator makes a modification in our game editor, the change can be seen instantly in the running game, on any platform.
  • Assets are 'baked' on-demand by the game engine running on the target platform.  This means that there is no complicated set of processing tools to run on the PC after an asset is exported.  If a texture is modified, for example, the game itself will process this texture when needed.  No need to bake a bunch of assets that are not even in the part of the game you're working on.
  • Game shaders run in hardware inside the Maya viewports.  Allowing artists to work directly with our game shaders saves a ton of iteration time.
  • Visual scripting.  This is an intuitive way to create game logic.  If things get complicated enough where more control is needed (give me some lua!), then we might as well write it natively (C++).

Ok, got a little side-tracked there, but I guess the point I am trying to make is that content creation is king:  A game engine and tools are supposed to enable creation, not hinder it.

As for the next part of your question, the two pieces of middleware that we integrated for HTH are FMOD for audio, and Bullet Physics Library to handle collision detection and rigid body physics.  On the content creation side, we used Maya, Photoshop, and Crazy Bump.  For version control we're all about Subversion.

And yes, our engine is designed to be cross-platform.  Currently the two platforms we support are PC and Xbox360, but it will not be a problem to extend to more platforms when the need arises (e.g. PS3, Wii, iPhone, Android, Mac, whatever...).

Wednesday
Oct202010

PSN, DLC and Blood Wake XBLA

Ask a Developer!

Steve asked us three (three!) questions.  Which I would say is greedy but I like his questions and in this place I AM GOD so there are no rules except the ones I make.

Are there plans for a PlayStation Network version [of Hydro Thunder Hurricane]?

 

People ask us this all the time, and unfortunately the answer is no.  Microsoft Game Studios licensed the game from Warner, and as you can imagine Microsoft is not generally all that gung-ho about making games for the PlayStation.  

I say "unfortunately" because some of our best friends are PlayStation owners and we'd love nothing more than to trounce them soundly in HTH multiplayer on PSN, until they cry like scared children.  But it ain't going to happen this time around.

If sales are good, do you plan on doing any future DLC?  In regards to licensing and Warner Bros owning the IP, is it possible to do more DLC?

I don't know the particulars of the licensing deal between MGS and Warner, but I would guess it probably allows for multiple DLC packs.  

We'd love to do more; we have all kinds of ideas for new boats, new tracks, the whole shebang.  But the first part of your question hits the nail on the head:  it's all about the sales.   If you want to see more DLC for HTH, the best thing you can do is go out there and make everybody you know buy a copy of HTH and the Tempest Pack.  

Given the chance, would you ever want to re-release Blood Wake as a XBLA title?

 

Just a side note here:  Everybody who asks us a question about Blood Wake gets a free hug.

We would totally work on a Blood Wake XBLA port.  And it's not entirely out of the question, since last I checked Microsoft owns the rights to the game.  Of course, there are a lot of things that we would want to change or do differently, so it would probably be more of a sequel than a straight port.

Monday
Oct182010

Multiplayer balancing

Ask a Developer!

Ed Drake from Pensacola, Florida asks:

Why are the boost powerups in Hydro Thunder different in multiplayer than they are in single player?  What made you decide to go with the handicap silver powerups?

The "loser helper" powerup system in HTH's multiplayer mode was something that we added later in development, after months of playing online with each other and the team at Microsoft.

Originally the powerups were identical in SP and MP races.  Not surprisingly, the best players (cough *RALF* cough) consistently won most of the multiplayer matches, while noobs and, shall we say, the more joystick-challenged players, almost never climbed up out of the bottom half of the pack.

You might say, well that's how it goes.  Skillz winz.  

The problem we noticed was that the less skilled players quickly grew frustrated with their inability to compete and dropped out.  Again, not entirely surprising.  The surprising thing was that it was actually less fun for the best players as well -- there's no sense of challenge when you're 10 seconds ahead of everyone else and you know you can just cruise to an easy victory.

To maintain a rich online experience, you need as many people playing as possible.  If players -- especially new players -- are too easily frustrated, they just say screw this and drop out, which reduces the number of players and the number of available online games.

Originally we were skeptical when our producer at MS proposed the loser-helper boost system.  We feared it would take all the challenge out of the game, and frustrate skilled players.  Once we implemented and tuned it a little, however, we realized the opposite was true.  Giving players at the back of the pack more boost kept the races close and exciting.  Even if you're really good, you have to watch your back all the way to the finish line.  

There's still plenty of strategy and skill; you have to drive well, but you also have to carefully manage your boost for that final sprint to the finish line.  When you play online, you'll notice that the best players still win almost all the time, but they don't win by 10 seconds or 5 seconds, they win by half a second, or sometimes less.  And the new players feel like they at least have a chance at the top three.

I think the decision to include the loser helper boost system has worked out well.  There are lots of multiplayer games on XBLA, but good luck finding anybody to play with in most of them.  Hydro Thunder Hurricane has been out for 3 months, and you can still regularly find online games to join.

Loser helper FTW!