Beach Buggy Racing Beta Open to the Public!

UPDATE:  The Beach Buggy Racing Public Beta is now closed.  

Thanks to everyone who's been helping us test the game!  We may open the beta up again at some point, for now we're not taking new testers.

The original post follows:

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We are in the final weeks of polishing and finalizing our newest game, Beach Buggy Racing™, and we need your help!

If you have an Android phone or tablet and would like to play a beta version of Beach Buggy Racing before anyone else, please join our Public Beta!  You'll be able to download and play an almost-finished version of the game, send feedback directly to the development team, and get a head start on the rest of the world!

Click this link to join the Beach Buggy Racing public beta group

You'll be asked to apply, and you'll receive a response within 24 hours, after which you'll have full access to the game and the feedback forums. 

We really value your feedback and can't wait to hear what you think of the game!

IMPORTANT DISCLAIMER:

By joining us to test this Beta software, you understand and agree to the following terms:
  1. The software is still under development.  Some elements of the game -- such as the prices of cars or powerups -- are still being tuned and may change without notice.
  2. You may encounter bugs and problems in the Beta software that, among other things, cause you to lose your save game progress. It's not likely that this would happen; we've tested the game a lot already -- but it's possible.
  3. This game contains In-App Purchases (IAP)!  That means you can buy stuff like coins or gems for real money. 
  4. We do not expect that you will have any transaction problems with IAP, but in the event you do have a problem receiving the item please contact us directly at support@vectorunit.com and we will help you recover it or refund your money.
  5. Any IAP you make during this Beta test period will stay valid in the final version of the game.  You will not lose your IAP when the game goes live.

Beach Buggy Racing Coming in September

When we originally announced Beach Buggy Racing™ at Google I/O, our plan was to release it in August. At least that's what we told everybody. But the game just keeps getting better the more we work on it, and we have decided to push it back another month to give us more time to make it really solid before we ship.

So our new ship estimate is "September 2014".

We're shooting for mid-September, but it's possible it'll be a little later. We'll announce a specific date a couple of weeks before it actually ships.

But wait, there's more!

For those of you who just can't wait to get your hands on our newest creation, we are going to open up a public Beta test period sometime in the next 2 weeks.  During this time you'll be able to play the almost-finished game and give feedback directly to the team.  

This public Beta is only going to be available to Android users, at least at first.

Stay tuned for a specific announcement and instructions on how to sign up for the Beta, and play Beach Buggy Racing before anybody else!

Beach Buggy Fan Art Contest

 

Excited about Beach Buggy Racing™? So are we!

We're hard at work finishing our new game, but in the meantime we got our hands on some awesome prizes, so it's time to have another awesome contest!

If you can draw, paint, sculpt, collage, glue macaroni, arrange fruit, etc. … we would love to see your Beach Buggy fan art.  Send us your picture of your favorite character or car -- or invent a whole new fantasy character or sweet ride! 

We’re giving away:

4 - Mad Catz C.T.R.L.R Mobile Gamepad (works with Android, PC, Mac, Smart Devices)

6 - Beach Buggy Blitz t-shirts

20 - Beach Buggy Blitz “Super Pack”s worth 25,000 in-game coins

Winners for physical prizes (Gamepads and T-Shirts) will be determined by our team based on which pieces we would actually hang on our office walls (because we’re gonna!). But everyone who enters will have a chance to win a Super Pack of coins, whether or not your art gets picked!

Post pictures of your original works (or digital renditions thereof) online, then enter our contest with the link before Wednesday, August 6 at 5:00 p.m. Pacific Standard Time.

Submit a link to your artwork using this form:

a Rafflecopter giveaway

Void where prohibited. No purchase is necessary to enter or win. Physical prizes are limited to United States and European Union countries.  Contest is open to to people 13 years or older; if you are under 13, your entry may be submitted by a parent or guardian. At our discretion, we may substitute prizes for similar items. Winners will be contacted by a Vector Unit staff member upon being selected and will be expected to respond to that staff member within 24 hours, else their prize may be forfeit and another winner selected. Vector Unit’s decision is final and no correspondence will be entered into. Winners agree that their names and  images may be used for promotional purposes by Vector Unit.

Things You Should Know about Matt Small – Co-Founder and Creative Director

When you talk to Matt, you can almost sense that the Beach Buggy franchise (Beach Buggy Blitz and Beach Buggy Racing) was meant to be.  After all, he’s lived his whole life in California, loved beach buggy television shows (like Speed Buggy and Wonderbug) growing up, and had a hobby of building intricate plastic models of classic American muscle cars.

While you may have read Co-Founder Ralf Knoesel’s team profile, it’s interesting to hear another side of the Vector Unit co-founding story.  (And because you get different answers when you ask different questions.)  While maintaining day jobs (and girlfriends and social lives), Matt and Ralf had been working on a boat combat game in their spare time, but weren’t making much progress.  Matt agrees that the Vector Unit timing was right as a “now or never” moment. Both had some money saved up, neither had hardcore financial obligations, and both were optimistic about the risk.  After all, they could try out the start-up for 6-12 months, and if things didn’t work out, they could probably go back to regular jobs in the games industry, right?

So Vector Unit came to be on January 29, 2008. Matt and Ralf worked out of Ralf’s house for a while, then found super cheap, super tiny office – room for only two desks and a printer.  Code-named “Barracuda” at the time, their boat-racing demo (which later became Hydro Thunder Hurricane) was finished that July.  Ralf and Matt started shopping it around to publishers. Several were seriously interested and they were in the midst of negotiating terms.

But then in September 2008, the economy collapsed. Publishers started pulling out of deals altogether.  Matt and Ralf were soon down to the last of their savings, and job prospects in the game industry were looking pretty bleak.

In the end, Vector Unit signed a deal with Microsoft for Hydro Thunder Hurricane, and they didn’t starve. But that experience contributes significantly to how the company approaches partnerships today.  Matt and Ralf would rather hedge their bets on the uncertainty – and potential reward – of self publishing rather than depend on a publisher for financial viability.

“We learned a core lesson and central truth to negotiating in business,” Matt says. “If you’re negotiating from a place of strength, that’s obviously the best place to negotiate from.  You lay out what you want, and if the other party can’t match that, you need to be able to just walk away.”

Matt has no formal business training, and while he originally thought that running the business was going to be a necessary evil in a way, it’s actually been part of the job that he really enjoys.  Reading contracts is a bit boring, he admits, but he likes strategically deciding on game platforms, choosing which partners to work with, and getting to do a bit of everything including game development, creative direction, art, voice acting, and sound design. (As co-founders, Matt takes care of legal matters and Ralf takes care of financial matters. They share business operation responsibilities.) 

Maybe Matt was meant to be a dabbler.  After all, his career path certainly lends itself to being a Jack-of-all-trades.  After majoring in English Literature at UC Berkeley, Matt got into desktop publishing, laying out advertisements for local businesses. The job was right next to Berkeley Systems, then popular for making famous screensavers. Armed with his art skills and limited programming knowledge from college classes, Matt “faked his way” in with an animation portfolio and says, “They were nice enough to give me a job.”  Learning 2D and 3D animation in his spare time and on the job, this is where he got his original game and management training. In addition to screensavers, Berkeley Systems developed games (including the You Don’t Know Jack! franchise). Matt was responsible for writing proposals for games, negotiating deals for new projects, and through this, eventually worked his way up to creative direction and management. 

English degrees can be put to good use, kids:  “In game development, there’s actually a lot of creative work that calls for you to express ideas clearly.  Being able to write descriptively and use correct grammar and punctuate sentences is always useful,” says Matt.  Matt went on to work at Stormfront Studios, then Electronic Arts before going indie with Vector Unit.

In terms of career advice, Matt encourages people to identify what it is that they enjoy and really go after it, taking chances in advocating for themselves.  “It sounds obvious, but sometimes people are so grateful to have a job in the games industry, and then get pigeonholed into something they don’t really like.”  With Vector Unit being such a small team at the moment, there’s a lot for each person to do, but Matt plans to maintain the mindset he experienced at Stormfront.  Managers were encouraging and supportive of motivated employees who wanted to try new roles, and it’s where he was able to go from artist to art lead, a managerial role with a bit of design bent.  “Most of the things I’m happy with in my career are the things I got because I reached out beyond the job I was doing, and then proving I could do it. That’s really important for any job you’re in.”

If you want to find out even more about Matt, check out this interview from November 2013 at Teck Comes First or just ask in the comments below (which you can do for any of our team members too!).

Matt.jpg

Matt at E3 2014

Things You Should Know About Ralf Knoesel – Co-Founder and CTO

Did you know that if he had not gone into game development, Ralf could have been on track to become an astronaut?

As a kid growing up in Germany, Ralf had always been fascinated with flight. His interests included remote-control airplanes, flight simulators, rockets, and “space stuff.”  He even went to school for Aerospace Engineering.  On track to become a programmer with something to do with aerospace, Ralf explored several career options.  But luckily for us, Ralf discovered computer graphics, specifically 3D graphics engines.

With game development and computer programming as two of his passions, Ralf saw a posting for a 3D graphics programmer in the Bay Area.  He loved the idea of getting paid for having fun, and so started his career in games.  That company was Stormfront Studios (which closed in 2008), and Ralf was there for 12 and a half years until he took the plunge to co-found Vector Unit with Co-founder and Creative Director Matt Small.  “We thought if we were ever going to do it, that was the time.  Neither of us had kids, we had money saved up, and it seemed like a huge risk but the timing was right.”

When asked what made him stay for so long at Stormfront, Ralf immediately says, “Co-workers, period.  I don’t know how they did it, but Stormfront had a knack for hiring really good people.  That’s what’s really important for a functional and productive company.  You need talented people who can get along.”  And it says something for the team that three ex-Stormfront employees are now part of Vector Unit.  Today, Ralf is able to combine aspects of his extensive work history into shaping how he wants to co-run the business.  Working with a small team allows him the freedom to work with people he likes, do what he wants to do work-wise so it’s never boring, and have more control over his own fate.  With so few people, the Vector Unit team benefits from profit-sharing, so everyone can partake in the success of their hard work – something rarely seen at large studios.

While he admits to a certain discomfort at the volatility of the market, being a little at the mercy of app stores, and crossing fingers for getting featured, it’s an experience he wouldn’t trade for anything.  “When we talk to partners or publishers, we get to say ‘no’ a lot, because we don’t need anything. We don’t have to chase the next contract from some publisher – and that’s everything.  That’s the best.”  In a way, that’s how Shine Runner came to be.  After finishing Riptide GP, Ralf and Matt had a terrible time pitching games to publishers, because “nothing stuck.”  They then decided to make their own game, have fun, and self-publish. Shine Runner turned out to be profitable, and a much better use of their time.

As for advice, Ralf says, “If you’re thinking about doing a start-up, it’s about ten times as hard as you think, but the rewards are ten times what you envision.  The potential is there if you make it.”

Ralf KnoeselRalf Knoesel, Co-Founder and CTO

 

Beach Buggy Racing™ Speeding to Mobile

Vector Unit Bringing Seat of Your Pants Kart Racing with Split Screen Co-Op to Mobile

San Francisco – June, 24, 2014 – Independent game developer Vector Unit Inc. announced today the launch of its latest mobile driving game Beach Buggy Racingfor Android, iOS and Amazon devices.  The second in the popular Beach Buggy game series, which has had over 30 million downloads worldwide, Beach Buggy Racing pits players against each other in an action-packed world of playful, off-road kart-racing mayhem.

Players race to the finish line around 12 richly detailed tracks, through dinosaur infested jungles, lava-spewing volcanoes, sun-kissed beaches and mysterious swamps.  Tracks are filled with secret shortcuts, and magical powerups that boost, smash, shoot and bounce drivers to the front of the pack.  New drivers can be unlocked and recruited, each with a unique character ability, like teleportation, flaming fire tracks and Tiki spells.  Players can also collect and customize new vehicles for the ultimate thrill ride on sand, ice, fire and more!

“This is the sequel 30 million Beach Buggy Blitz players have been waiting for,” says Ralf Knoesel, Vector Unit’s co-founder and CTO.  “Beach Buggy Racing shares the first game’s amazing off-road driving action and totally destructible environments, but now we’ve put all that in a full-fledged racing game with tons of new game modes.”

And what kart racing game would be complete without split screen play?  By connecting two to four Bluetooth game controllers, players can compete shoulder to shoulder to shoulder on a single device in Beach Buggy Racing’s thrilling Split Screen game mode.  Players can also challenge Facebook friends online and earn achievements with Google Play Game Services (Android), Game Center (iOS), and GameCircle (Amazon).

A challenging and addictive kart-racing adventure for all ages, Beach Buggy Racing will be totally free to play on Android, iOS, and Amazon Kindle devices later this summer.  

Attendees can get a sneak preview of Beach Buggy Racing’s split screen mode at Google I/O this week on the 3rd floor at Moscone West in San Francisco!

Vector Unit is cheering on Bruce Meyers, "Father of the Dune Buggy"

Bruce Meyers, "Father of the (Fiberglass) Dune Buggy", is racing in the General Tire NORRA Mexican 1000, a "four-day, 1,300-plus mile on-and-off-road rally featuring vintage cars and bikes." It finishes today!  You can follow the race at http://www.norra.com/live.

Meyers, 88, first invented Old Red, the original Meyers Manx dune buggy, in 1964.  Celebrating its 50th anniversary this year, it is the second vehicle to be placed on the National Historic Vehicle Register after the Cobra Daytona coupe, CSX2287.   

Also cheering for Meyers, the Manx Club will be holding the Big Bear Bash 2014 (and celebrating the 50th Anniversay of the Meyers Manx), July 10-14 in Big Bear Lake, California.  Details can be found at https://www.facebook.com/events/334760869998056/ 

 

For more information on Bruce Meyers, the Race, and the history of the Dune Buggy, check out:

Bruce Meyers to race in 2014 NORRA Mexican 1000 Rally
http://buildraceparty.com/bruce-meyers-race-2014-norra-mexican-1000-rally/ 

The Father of the Dune Buggy Rides Again
http://www.caranddriver.com/features/the-father-of-the-dune-buggy-rides-again

Bruce Meyers, the Meyers Manx and 50 years of unfinished business
http://www.autoweek.com/article/20140514/CARNEWS01/140519973 

This man invented the dune buggy
http://www.topgear.com/uk/photos/Meet-the-creator-of-the-dune-buggy-2013-12-04