Google for Games Developer Summit 2020
2020-03-23
-- online --
[Google for Games Developer Summit 2020, Google for Games Developer Summit 2021]
who it's for
game developers, mobile game developers, cloud infrastructure engineers, multiplayer engineers, Unity developers, analytics engineers, Android toolchain engineers
topics
Stadia Vulkan Linux porting; immediate present mode latency; Stadia click-to-play and state share; Google Cloud Game Servers with Agones; multicluster game server allocation; Open Match matchmaking on GKE; Unity Game Simulation on GKE; Cloud Spanner at massive scale; BigQuery analytics and BigQuery ML; Android GPU Inspector profiling; Android memory and performance tools; Play Asset Delivery streaming
| title | author | length |
|---|---|---|
| Keynote | Greg Hartrell, Rob Martin, Abhita Chugh, John Justice | 01h 00m |
Google announces concrete tools and numbers: Android has 2.5 billion monthly devices and Google Play 2 billion users, developers have driven 27 billion… | ||
| Bringing Destiny to Stadia: A postmortem | Nick Heikkila | 35m |
Bungie ports Destiny 2 to Stadia in about six months by adding a Vulkan Linux build, targeting 60 FPS and cutting encoder latency through immediate present… | ||
| Creating for content creators | Kim Swift | 50m |
Livestreams account for 17% of game viewing (15.3B hours) while VODs dominate at 83% (74.7B hours), so design targets differ; creators use OBS/Streamlabs OBS… | ||
| Empowering game developers with Stadia R&D | Erin Hoffman-John | 26m |
Stadia R&D shows concrete prototypes: a GAN-based card game called Chimera that generates thousands of 2D creature art assets from procedurally rendered 3D… | ||
| Keys to a great game pitch | Reid Schneider, Alex Hutchinson | 15m |
Four concrete rules: a clear vision, believable scope, the right people, and a plan that proves delivery. Journey to the Savage Planet is built by a 25 person… | ||
| Supercharging discoverability with Stadia | Beri Lee, Shishir Birmiwal | 15m |
Stadia provides a workflow to test discoverability end-to-end: register as a developer, use the Stadia SDK to build and publish, generate campaign links in the… | ||
| Scaling globally with Game Servers and Agones | Mark Mandel | 23m |
Shows running Agones on four GKE clusters (two US, two EU) managed by Google Cloud Game Servers to deploy fleets, do a dry-run rollout, and push v1→v2 per… | ||
| How to make multiplayer matchmaking easier and scalable with Open Match | Samir Hammoudi, Yasunori Ishikawa | 19m |
Open Match is an open source Kubernetes-based matchmaker that Grenge plugs into Kick-Flight to replace a months‑long custom build with a one‑to‑two month… | ||
| Unity Game Simulation: Find the perfect balance with Unity and GCP | Moe Sy, Christina Guo, Jason Greco | 11m |
Unity Game Simulation runs your actual Unity build on Google Cloud to brute‑force balance: designers define parameters, the service launches thousands of… | ||
| How Dragon Quest Walk handled millions of players using Cloud Spanner | Yutty Kawahara, Takayasu Oyama | 18m |
Colopl runs Dragon Quest Walk on Cloud Spanner, handling over 5 million downloads in the first week and millions of monthly active users with thousands of… | ||
| Building gaming analytics online services with Google Cloud and Improbable | Oliver Van Goethem, Loek Landzaat | 20m |
Improbable provides an open‑source pipeline that accepts JSON over an HTTP REST endpoint (Python 3 on Kubernetes), writes newline‑delimited JSON to Cloud… | ||
| What's new in Android game development tools | Jon Tsao | 07m |
Android announces concrete tooling: adb incremental cuts full APK deploy from ~one minute to seconds and allows launch before install finishes; Android Game… | ||
| What's new in Android graphics optimization tools | Jay Kong | 07m |
Open source Android GPU Inspector is a Vulkan-first GPU profiler and system tracer that captures hardware counters, CPU threads and GPU activity to show real… | ||
| Android memory tools and best practices | Bill Bilodeau | 07m |
Android memory management details, concrete tools and actionable steps: use Native Memory Profiler (stack traces of malloc/free) to find native leaks and… | ||
| Deliver higher quality games on more devices | Lauren Mytton | 14m |
Announces a new Android Performance Tuner plugin that feeds frame-time metrics into Android vitals, letting teams compare 95th‑percentile frame time (example… | ||
| Google Play Asset Delivery for games: Product deep dive and case studies | Yafit Becher, Alessandro Dovis | 18m |
Play Asset Delivery (PAD) extends the Android App Bundle to publish one artifact with large asset packs, serves assets via Install Time, Fast Follow, or… | ||
| Protect your game's integrity on Google Play | Dom Elliott | 10m |
Describes concrete defenses: use the Play License Verification Library to confirm APKs came from Google Play and the SafetyNet Device Attestation API to detect… | ||
| Firebase games SDK news | Patrick Martin | 03m |
Firebase renames Play Services Resolver to EDM4U and adds a Unity Package Manager path so Unity 2018.4+ projects can add a Google repository that serves the… | ||
| Cloud Firestore for Game Developers | Todd Kerpelman | 18m |
Cloud Firestore is now available as an alpha release for game developers and exposes a NoSQL documents-and-collections model with 1 megabyte documents, offline… | ||
| nothing matches | ||