~/conference

Android Game Developer Summit 2018

date:2018-05-07
location:Mountain View, United States
series:Android Game Developer Summit · one edition

android game developers, graphics engineers, engine programmers, performance engineers, qa and automation engineers, build and release engineers, tools and developer relations engineers, device test engineers

Vulkan rendering optimizations; Android Studio native profiling; GAPID OpenGL and Vulkan debugging; Systrace kernel and system tracing; Play Instant size and APK constraints; ARC++ Chromebook porting and input; NDK and libc++ toolchain changes; automated game testing with Airtest/Poco; device catalog and SOC bucketing; targeting Android O runtime behavior

titleauthorlength
IntroductionDan Galpin16m
Google outlines concrete platform changes: game installs number doubled year‑over‑year with 40% growth from emerging markets (Brazil, India, Indonesia…
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HiFi games, partner DAsBill Bilodeau05m
Partner Developer Relations acts as technical advocates offering on-site debugging, performance tuning and a first line for engineering questions while…
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Android Studio ProfilingFrancesco Carucci13m
Android Studio now includes a native C++ profiler that samples native threads (works on Android 8/API 26+), an event-based System Trace that records system and…
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GAPID graphics debuggerBen Clayton, Pascal Muetschard29m
Open-source GAPID captures and replays GL ES and Vulkan calls, runs on Windows, Mac, Linux and traces debuggable Android APKs; it shows frame-by-frame draw…
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Migrating your established game to target O and beyondDan Galpin26m
Google Play requires target SDK 26 requirement for updates (new apps must target 26+ since August 2018), which flips runtime behavior: alarms become inexact…
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Systrace for gamesTim Murray37m
Systrace + Catapult gets kernel-level timelines showing exactly what runs, when and why, with sub-1% overhead and per-CPU ring buffers (about 1 MB ≈ 2 s)…
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Android GDS NDK/C++Dan Albert06m
Year-by-year NDK changes: r15 moves to a single correct header set; r16 fixes libc++ and libandroid; r17 defaults to libc++ as the STL, drops ARMv5/MIPS and…
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Vulkan optimizationsJungwoo Kim, Kosei Ito, Yoshimasa Enji41m
Vulkan port of a Unity game reduces CPU overhead and raises FPS by concrete amounts: average +10 FPS and max frame rate doubled on tested devices, OpenGL…
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Play Instant gamesMatt Samlet, Francesco Carucci28m
Zynga ports three real games into Google Play Instant: a Solitaire Android Studio build fitting into 8 MB and completed in about a week, Words With Friends 2’s…
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Games on ARC++Daniel Levy, Ben Gable33m
ARC++ enables Android games on Chromebooks and the claim is that many titles, especially Unity builds, are already 80–90% done for Chromebook support. Examples…
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Automated testingXin Liu18m
NetEase open-sources an automated game test stack that uses image recognition to drive input and auto-generates Python from on-screen actions, with a…
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Navigating the ocean of Android devicesGuy Ulmer, Boris Farber24m
Plarium builds an API-driven pipeline that turns Google Play and public data into device targets: it groups ~16,000 models by SOC and GPU so SOC bucketing lets…
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CRYENGINENiels Fröhling41m
A partial port of Robinson runs on an S7 Edge at about 45 fps (Nexus 6P / Adreno fails), after ripping out SDL GL init and creating native Vk surfaces and…
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