10 Awesomest Things from Google I/O

This last week we traveled allllll the way down to San Francisco to attend Google I/O as part of the Developer Sandbox.  

The main reason for going was to show off our new game, Beach Buggy Blitz ... 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.  

Actually, OK, it was a bit more relaxed than that.  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.

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.  

Along the way we saw some things we really liked, and here in no particular order, are our top 10:

1. Nexus 7

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?  Yes, please.  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!  This is the new ultimate portable gaming device.

2. Jellybean and Project Butter

Jellybean is Android OS 4.1, and it's slick.  It's especially slick because of "Project Butter", Google's effort to smooth out the UI in Android.  Anyone who's compared an iPad and Android tablet side by side knows what I'm talking about.  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.

3. The giant Nexus Q ball

I never quite figured out what this thing did, but it was big and robotic and it played cool music.

4. Cube 3D printer

At $1299 it's not cheap, but the Cube is the first consumer-level 3D printer that I've ever seen that actually looks like it does what you want.  We were super impressed with the quality of the detail and the durability of the materials.  It really is kind of like magic.  Slow magic, but still...magic.

5. Beach Buggy Blitz!

Yeah OK I know this is self serving, but it's my list dammit.  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 :-)

6. That guy with the helicopter

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.  He flew that thing upside down, sideways, and within inches of the ceiling and floor.  Really, he distorted physical reality.  It was loco.

7. Visual Studio development plugins for Android and Chrome Native Client

This is actually Ralf's favorite thing.  NVIDIA is releasing a plugin that allows direct building and debugging of Android apps from within Visual Studio.  And Google is releasing one for Chrome Native Client.  This is going to make developing and debugging Android and Chrome apps a lot smoother!

8. 10 Things Every Android Game Developer Should Know

This talk on Friday morning by Daniel Galpin and Ian Lewis focused on what NOT to do to NOT get featured....or NOT NOT get featured.  Or something.  Anyway it was really informative, and surprisingly entertaining and funny to boot.  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.

9. Skydivers with Glass

By now pretty much everybody's seen this, or at least heard about it.  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.  Hats of to Google for coordiating a live demo like that which could have gone wrong in so many ways...and didn't.

10. Free Stuff!

Nexus 7, Nexus Q, Galaxy Nexus phone, Chromebox.  Plus T-shirts, little pins and stickers, free food and booze and music and entertainment.  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. 

Thanks again, Google!  See you next year (I hope!)

Beach Buggy Blitz™ debuts at Google I/O Developer Sandbox

San Francisco, CA – June 27, 2012 —Vector Unit, a game developer known for top-selling water racing titles Riptide GP™ and Shine Runner™, debuts its new Android racing game Beach Buggy Blitz in the Developer Sandbox at Google I/O this week.

Beach Buggy Blitz is built around an “infinite drive” mechanic that challenges players to drive as far as possible through lushly detailed, procedurally generated environments -- power-sliding through beaches and volcanoes, flying through the air off massive jumps, and smashing through totally destructible environments. Along the way players can collect coins to unlock and upgrade new vehicles, purchase new costumes, even customize the game itself with new powerups and consumables.

This is the first game to utilize Vector Unit’s retooled Vector Engine 3, which features console-style effects optimized to make the most out of mobile powerhouses like the NVIDIA® Tegra® 3 quad-core mobile processor.

Beach Buggy Blitz is our most technologically advanced mobile game to date,” says Ralf Knoesel, Technical Director, Vector Unit. “From the start we knew we wanted to take advantage of what the Tegra 3 mobile processor can do, from extra-detailed models and normal-mapped textures to advanced collision and driving physics. The game also features a number of Tegra 3 exclusives, like lens splash effects and dynamic headlights in caves -- stuff we really just can’t do on slower platforms.”

Beach Buggy Blitz will be playable at Google I/O in the developer Sandbox on Thursday, June 28, 2012. The final game is scheduled to ship later in July 2012, and for a limited time will be available exclusively for Tegra-powered Android devices.

Game Features:

  • Action-Packed Off Road Racing. Powerslide through beaches, caves, swamps and volcanoes. Smash through completely destructible environments. Grab air off massive jumps. Punt seagulls and giant crabs and watch them go flying.
  • “Infinite Drive” Environment. The procedurally generated environment means you can drive forever (at least until you wipe out), and it never plays out the same way twice.
  • Tons of Unlockable Content. Earn coins to purchase new cars and costumes, upgrade your vehicle, unlock new powerups, and purchase out of this world consumables like the jaw-dropping Drop Ship.
  • Totally Free to Play. You can unlock every single thing in the game without paying a dime.
  • Optimized for Tegra 3. From the gorgeous models and textures, to the detailed driving and collision physics, to high-end special effects like motion blur, lens splash, and dynamic headlights – Beach Buggy Blitz is optimized to take console-quality gaming mobile with Tegra 3 processor-powered super phones and tablets. The game will be featured in TegraZone™, NVIDIA’s free app that showcases the best games optimized for the Tegra processor.

 

Nabi 2 kids tablet is awesome and Riptide-o-licious

We sometimes get approached by companies coming out with new hardware who want to talk to us about putting a demo version of one of our games on their devices.  Usually we politely decline, either because we don't like the device, or because it seems like it's going to be a lot of work and we don't have time.

But every so often a device comes along that we feel really fortunate to be able to be a part of.  The new Nabi 2 tablet for kids is one of those products.  

The Nabi 2 is an Android tablet with a whopping-fast Tegra 3 quad-core processor in it.  It has a cool looking shock-proof case.  It comes preinstalled with a bunch of family-friendly games (including our very own Riptide GP).  It has non-obnoxious parental filters and controls.  It's a full-on tablet, not just a toy.  And it only costs $199.  

It's coming out really soon, and the reviews are starting to come in.  This is definitely one we're recommending to our friends with kids.  Check it out!

Wired - Is the Best Android Tablet Available Made for Kids?

Android Police - Fuhu Nabi 2 Review

SlashGear Nabi 2 Kids Tablet Review

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