Indie Developer Day, Seattle 2018
who it's for
indie game developers, android developers, unity developers, monetization designers, user acquisition managers, indie publishers, qa engineers
topics
Google Play internal testing; device catalog prioritization; Play Instant try-now flow; Google Play Vitals signals; Android API level 26+ requirements; 64-bit and splitting APKs; Vulkan 1.1 and NDK r18 toolchain; Chrome OS / Chromebook ports; Airtest with Firebase Test Lab; GAPID and systrace for frames; ADB -s Unity logging filter; store listing experiments and pricing
| title | author | length |
|---|---|---|
| New and advanced Google Play tools for developers | Sarah Thomson | 20m |
internal testing launches new builds within seconds (fast iteration) while closed testing targets high-engaged users for bug and UX feedback; Early Access… | ||
| Building an awesome game for Android | Ben Gable | 24m |
Requires API level 26+ now and a 64-bit build next year, so update engines and plugins; Android P adds Vulkan 1.1, neural net APIs, notch simulation and… | ||
| Indie publisher panel | Sarah Thomson, Mike Gordon, Ryan Holowaty | 22m |
Two boutique publishers explain how they actually ship and grow games: a studio that built an Objective-C-on-Android tool and offers free Android ports for rev… | ||
| Android development in Unity: Considerations and best practices | Dan Miller | 16m |
Covers concrete steps: using ADB with the ADB -s Unity filter to capture Unity logs and null-reference traces, calling Application.isGenuine (expensive so run… | ||
| Mobile free-to-play fundamentals | DAVID EDERY | 20m |
Company portfolio includes "Triple Town," "Alphabear," "Bushido Bear," "Alphabear 2" and "Realm of the Mad God," and experiments show common F2P beliefs fail… | ||
| Monetizing your games as a service | Moonlit Beshimov | 26m |
Explains that LTV splits into time (retention, session frequency, DAU/MAU) and value (first-dollar and repeat purchases), recommends treating IAP as a retail… | ||
| nothing matches | ||