Please introduce yourself and tell us what you do in the games industry.
My name is Matt Small, and I’m the Creative Director and Lead Artist at Vector Unit. I’ve worked in the industry for about 12 years, mostly as an Environment Art Lead.
How did you get your start in game development?
I snuck in through the back door. I started out doing desktop publishing and graphic design for things like Yellow Pages ads for local businesses. I totally bluffed my way into a gig as a 2D animator at Berkeley Systems, animating characters for screen savers like After Dark. After that I learned 3D and got a job at Stormfront Studios working on a PSOne/N64 game called Hot Wheels Turbo Racing. Since then it’s been console game development all the way.
What games have you previously worked on?
After Hot Wheels I worked on Blood Wake, then Lord of the Rings: The Two Towers and a little on Demonstone. Then I left Stormfront for EA Redwood Shores and worked on LotR: The Third Age, James Bond: From Russia With Love, the Godfather, a little on Deadspace, and then Spore.
What game have you been working on or just released?
Vector Unit just released our first game as a studio: Hydro Thunder Hurricane for Xbox LIVE Arcade.
The game is a part of this year’s Summer of Arcade promotion, can you explain that process and your reaction to it?
Well the selection process itself is a little bit of a mystery to us; it all happens behind closed doors, and I think it involves Ouija boards and chicken sacrifice. All I know is a lot of games want to get one of those coveted 5 slots, and we were extremely excited when we found out HTH had been selected. Jokes aside, I think it says a lot for the hard work and love that the team members put into the game.
Hydro Thunder is a license that was from developed at Midway, can you explain how it came to Vector Unit?
We pitched Microsoft on a speedboat racing game we’d been working on. We had a playable prototype, and they liked it – after talking with them about it, the idea came up of attaching the Hydro Thunder license. They acquired the distribution license from Midway, who promptly went out of business and sold the ownership rights to Warner Brothers – that’s why you see the WB logo in the game.

How was your experience developing for the Xbox 360?
We love the 360. Our prototype was actually on the PC. When we got our 360 dev kits, it took hardly any time to get the game up and running on the hardware. It’s extremely easy to develop for, very forgiving, and it can just push so much eye candy. Plus, we love the Xbox LIVE experience, the multiplayer matchmaking and party systems, all that stuff.
Are there any plans for downloadable content in the future, if so, can you explain its nature?
Can’t say too much specific, but yes there are plans. We’ll be announcing more about it soon.
The leaderboards are quite active and have some insane times, who has the best times at Vector Unit? Who has the worst?
Yeah we’ve been pretty impressed with some of the leaderboard times out there. It’s already gotten to the point where we can’t seriously compete in the top 20 or so. I’d love to say I’m the best at VU, but it would be a total lie. Ralf Knoesel, our technical director and lead programmer (and my co-founding partner in the company) is the guy to beat around here, at least on most tracks. As for the slowest…. Well, I won’t name names but his rhymes with “ill”. Then again, he was the artist who built the Storming Asgard track, which I love, so I forgive him his lack of boat skillz.
What was the toughest challenge you had during development?
That’s a tough question. I guess the hardest part was fitting everything we wanted into the tracks. We just kept piling more and more stuff in there – the giant Thor in Asgard, the UFOs in Area 51, the interactive fountains in Seoul Stream. The more we did the more ideas came to us for upping the intensity level of the tracks. Eventually we had to put our pencils down and finish it all up.
Anything else you want to tell GamingBits readers about Vector Unit or Hydro Thunder: Hurricane?
Yes! If you love this game, please tell everyone you know to buy it. Not just because we want to make money (which I admit we do), but also because we love working on this game, and the more people that buy it the more likely it is that we’ll be able to keep making new downloadable tracks and boats for the fans. We’re working on a DLC pack now, but we have so many more ideas that I would love to get out there. Lots of people have asked us for revamps of some of the original tracks – who knows? Anything is possible, right?
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Thanks to Matt Small and Vector Unit for making this interview possible!
Visit Vector Unit’s official website here.
Purchase Hydro Thunder: Hurricane or download the demo here.

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