Big games in small packages

These days, whether you play a game on your phone, your home computer, your tablet, or your TV, one thing is for sure:  chances are you downloaded it.  And you probably didn't pay $60 for it like we used to in the Olden Tymes.

Sure, everybody likes the idea of paying $4.99, or $0.99 or even NOTHING for a game. But let's face it -- you still want it to be awesome.  On some level, you still want that $60 game experience.

At Vector Unit, our mission is to take that big game experience and cram every ounce of its goodness into every tiny downloadable game we develop.

For gamers, that means downloadable games that don't skimp on the production values. Games with moxie, with spirit, with pip and verve. Games you can show to your friends to make them jealous of your new phone or whatever, and leave you with enough cash left in your pocket to pay for the pizza.

For our business partners, it means we apply our experience working at major studios on AAA games to an indie development model. It means blending reliable project management, solid tools, and technical aptitude with small teams, agile design, and independent spirit.


One of the things people are often surprised to learn about Vector Unit is how small we are.  Currently the permanent staff consists of five people.  Yeah, that's right:  FIVE!  So next time someone tells you their awesome new mobile game with a budget of millions of dollars and a staff of forty people, you tell them to shut up because Vector Unit makes awesome games and the whole company fits inside a Smart Car (almost).

How do we do it?  Are we magic?  No, we're just ordinary people who love making games. We are:



Ralf's career in the game industry started as a graphics programmer in 1995 at Stormfront Studios in San Rafael.  While working on Madden '97 PC and Madden '98 PC, he co-developed a PC graphics engine which was used in several Stormfront sports and racing titles.

In 1998 Ralf switched over to console development as a co-lead programmer on Hot Wheels Turbo Racing, which shipped in 1999 on both N64 and PS1.  After this he developed a boat simulation prototype which became Blood Wake, shipping on Xbox in early 2002.

Over the next several years, Ralf worked on a variety of licensed properties as either a principal or lead programmer.  These titles included Lord of the Rings: The Two Towers (PS2, Xbox), Demonstone (PS2, Xbox), Eragon (PS2, Xbox, Xbox360, PC), and Spiderwick (Wii, Xbox360, PS2, PC).

In December 2007 Ralf left Stormfront to co-found Vector Unit Inc.



After a stint as an independent art contractor, he joined Stormfront Studios in 1998, where he worked on a number of projects as a senior and lead artist, including teaming up with Ralf on Hotwheels Turbo RacingBlood Wake, and Lord of the Rings: The Two Towers.

In 2003 Matt left Stormfront to join Electronic Arts Redwood Shores, where he led teams of artists on Lord of the Rings: The Third Age, Godfather, and James Bond: From Russia with Love. In 2006, he transferred to EA Emeryville to join the Spore team.

In December 2007 Matt left EA to co-found Vector Unit Inc.




Timm joined Vector Unit in January 2012.  Aside from that, very little is publicly known about her. She's mysterious.  Like, "Why two M's in Timm"?  Nobody knows. But she's a really good artist and if you love the Beach Buggy and Riptide games then you love her too because she did a lot of the art in those games.



Ian started as a tester at Planet Moon Studios testing the Sims 3 Wii Multiplayer component, and working on Disney’s Tangled games for the Nintendo DS and Wii. Ian moved on to Bigpoint, working his way up to Junior Designer, then on to Flying Wisdom Studios before landing up here at Vector Unit as Game Designer. Ian designs systems and tweaks hundreds of numerical values in dozens of spreadsheets - all to ensure that the game is fun. The number of coins you earn in each level, what the bonus levels are worth, what it takes to upgrade your vehicle -- those are all under his domain.


Community Manager

If you've written to us either through social media or email, it's highly likely that Deb would have answered you. Deb's favorite messages are the ones where fans tell us how much they love our games and include really elaborate fan art or pictures wearing our game merchandise.

Deb used to be the Community Manager for Papo & Yo (Minority Media). Before that, she was a writer and producer in TV and interactive digital media (mainly the games that went with TV shows).