Watch the keynote and discover the solutions we’ve built for game developers to help tackle your biggest challenges and set you up for long-term success.
Check out all our developer sessions in the mobile, Cloud, and Stadia tracks below.
Mobile Track
Learn about our new development and profiling tools built specifically for Android game developers. Improve productivity with new features that allow you to build and deploy your game more efficiently, and use updated profilers to fine tune your game's performance.
Jon Tsao, Android
-Apply to join new game developer preview programs for the Android Game Development Extension and the Android GPU Inspector: d.android.com/games/preview
-Install the Game Package Registry for Unity: g.co/android/unitydev
-Download the latest Android Studio Canary build: g.co/androidstudio/preview
Catch up on all of the announcements from our Google for Games Developer Summit --> goo.gle/2Ww7WxV or at g.co/gamedevsummit and learn about all of the offerings we have to help game developers building on Android: d.android.com/games
Learn about the Android GPU Inspector, a new graphics profiling tool to help you optimize your games by providing insights into the workloads that are executing on an Android GPU.
Jay Kong, Android
-Learn more: gpuinspector.dev
-Apply to join new game developer preview programs: d.android.com/games/preview
Catch up on all of the announcements from our Google for Games Developer Summit --> goo.gle/2Ww7WxV or at g.co/gamedevsummit and learn about all of the offerings we have to help game developers building on Android at d.android.com/games
Memory issues can be challenging to deal with. This talk will describe some new tools for helping you reduce memory usage and detect problems.
Bill Bilodeau, Google
-Apply to join new game developer preview programs: d.android.com/games/preview
Catch up on all of the announcements from our Google for Games Developer Summit --> goo.gle/2Ww7WxV or at g.co/gamedevsummit and learn about all of the offerings we have to help game developers building on Android: d.android.com/games
Building a high quality game is hard. Ensuring it works on many Android devices is harder. Learn about new tools to test your game efficiently before launch, and improve stability and performance once it’s live. This includes Android performance tuner, which unlocks new metrics and insights in Android vitals.
Lauren Mytton, Google Play
-Apply to join new game developer preview programs including the Android Performance Tuner, game loops and more: d.android.com/games/preview
Catch up on all of the announcements from our Google for Games Developer Summit --> goo.gle/2Ww7WxV or at g.co/gamedevsummit and learn about all of the offerings we have to help game developers building on Android: d.android.com/games
Optimize your game delivery with the new App Bundle for games, which
enables free, customizable delivery of large game assets. Learn about the flexible delivery modes, texture compression targeting, and automatic updates, which lets you rely on Play to deliver the right assets to the right devices at right time.
Yafit Becher, Google Play
Alessandro Dovis, Google Play
-Learn more about Google Play Asset Delivery: g.co/play/assetdelivery
-Apply to join new game developer preview programs: d.android.com/games/preview
Catch up on all of the announcements from our Google for Games Developer Summit --> goo.gle/2Ww7WxV or at g.co/gamedevsummit and learn about all of the offerings we have to help game developers building on Android: d.android.com/games
Learn about Android and Google Play tools you can use to protect your games and players while reducing issues like tampering and piracy.
Dom Elliott, Google Play
-Express interest: g.co/play/integrityprotection
-Join the Google Play Security Reward Program (GPSRP): www.hackerone.com/partners/googleplay
Catch up on all of the announcements from our Google for Games Developer Summit --> goo.gle/2Ww7WxV or at g.co/gamedevsummit and learn about all of the offerings we have to help game developers building on Android: d.android.com/games
Come learn how Google will help you tackle some of the most common challenges faced by user acquisition and monetization teams:
Part 1: Build your best ad creative
The right creative can boost your campaign’s performance. Learn the creative strategies that make the most of Google’s App campaigns.
Part 2: Use insights about ads-based LTV to improve your ROI
Understanding your revenue and user acquisition metrics is the key to a strong growth strategy. Learn the best way to gain insights about ads revenue to improve your campaign performance.
Jen Lui, Google
Ed Weng, Google
Are you a Unity developer? We have some great news about a new Unity Package Manager integration that you won’t want to miss!
Patrick Martin, Firebase
Learn more at: firebase.google.com/games
Cloud Firestore is now available as an alpha release for game developers. Let's find out what this means, why you should care, and how you can best incorporate Cloud Firestore into your new or existing games in this brief overview of everything that Cloud Firestore has to offer.
Todd Kerpelman, Firebase
Learn more at: firebase.google.com/games
Cloud Track
In this presentation, we will talk about Agones, the open source project for orchestrating game servers built on top of Kubernetes, and also show how you can bring your own GKE clusters to Google Cloud’s new Game Servers product. Game Servers offers an easily automated management layer to coordinate your global Agones clusters, while still giving you a massive amount of flexibility via open source.
Mark Mandel, Google Cloud
Learn more about Agones and Google Cloud Game Servers:
Game Servers: https://cloud.google.com/game-servers
Agones: https://agones.dev/site/
Learn more about Open Match, the open source matchmaking framework co-founded by Google Cloud and Unity. Hear how the game studio Grenge is using Open Match to create a flexible matchmaker for their new game, Kick-Flight, and how they will be able to customize and reuse it for future mobile game without having to redevelop everything from scratch. They will also discuss their use of other Google Cloud products including GKE and Cloud Spanner.
Samir Hammoudi, Google Cloud
Yasunori Ishikawa, Engineering Manager, Grenge
Learn more about Open Match: https://openmatch.dev/site/
Testing is hard and time consuming. This session explores how Unity Game Simulation uses Google Cloud to help game studios test game balance. Our tool allows studios to use their actual game code, instead of oversimplified and inaccurate spreadsheet models. By running thousands of combinations of settings of their game, we can help studios make data-driven decisions faster. This tool gives them more time to innovate new in-game experiences for their players and spend less time testing and balancing. We will highlight a use case from a studio that has used Unity Game Simulation during development to improve their gameplay.
Moe Sy, Google Cloud
Christina Guo, Senior Product Manager, Unity
Jason Greco, Software Engineer, Unity
Try the open beta for free: https://unity.com/products/game-simulation
In order to support a game with millions of players, you must have a database solution that is flexible and able to adjust the without sharding or overprovisioning. In this session you’ll learn why Cloud Spanner from Google Cloud is used by many of today’s top games around the world, including Colopl and Square Enix's Dragon Quest Walk. Colopl will discuss how they worked with Google Cloud to prepare for the launch and how Cloud Spanner made the development process easier and allowed for an extremely successful launch.
Yutty Kawahara, Google Cloud
Takayasu Oyama, Backend Engineer, Colopl
Learn more about our database solutions: https://cloud.google.com/solutions/data-management
Building even the basic versions of the services required to manage an online game and provisioning the infrastructure to run them, takes time and effort. Google Cloud and Improbable want to enable developers to create online games more effeciently so developers can spend more time on gameplay. In this session, we explore how Improbable provides developers with a flexible way to build, host and customize an Online Analytics service for Games based on Google Cloud products such as GCS, Dataflow and BigQuery.
Oliver Van Goethem, Google Cloud
Loek Landzaat, Data Scientist, Improbable
Learn more about our analytics platform https://cloud.google.com/solutions/smart-analytics
Stadia Track
A Senior Bungie Developer gives an honest and open recounting of their experience building Destiny 2 for a brand-new platform. From multiplayer testing, graphics tweaking, backend infrastructure, and latency, the Bungie team will share insights into what it took to launch on day one with Stadia with one of the best experiences on the platform.
Nick Heikkila, Senior Technical Product Owner, Bungie
Learn more about Stadia --> https://stadia.dev
Apply now to become a Stadia developer --> https://stadia.dev/intl/en_us/apply
This session provides a base level understanding about live streaming and VODs, and gets into the minds of content creators and their audiences. Why do content creators stream or create videos? Why do people watch? By understanding more about the context and motivations of content creators and their viewers, we can create better informed design decisions.
Kim Swift, Stadia
Learn more about Stadia --> https://stadia.dev
Apply now to become a Stadia developer --> https://stadia.dev/intl/en_us/apply
Join Stadia's Research and Development team for an update on game-based applications of unique Stadia and Google technology including machine learning and realtime distributed computation resources. This talk walks through four game prototype examples demonstrating machine learning for asset generation, virtual opponents, and game balancing, and distributed compute for enhanced peer-to-peer multiplayer and AI as a service.
Erin Hoffman-John, Stadia StarLab
Try the Semantic Reactor at https://cloud.google.com/ai-workshop#experiments
Learn more about Stadia --> https://stadia.dev
Apply now to become a Stadia developer --> https://stadia.dev/intl/en_us/apply
Why do some games sell and some don't? What do players (and publishers) respond to? Come learn how to stand out when pitching from people who have done both successfully and still have the nervous tics to prove it: Reid Schneider and Alex Hutchinson of Typhoon Studios, the newest members of the Stadia family and developer of the newly-released Journey to the Savage Planet.
Reid Schneider, Stadia Games & Entertainment
Alex Hutchinson, Stadia Games & Entertainment
Learn more about Stadia --> https://stadia.dev
Apply now to become a Stadia developer --> https://stadia.dev/intl/en_us/apply
The entire internet becomes your storefront with Stadia. Come learn how to drive discoverability using one of Stadia's most powerful features.
Beri Lee, Stadia
Shishir Birmiwal
Learn more about Stadia --> https://stadia.dev
Apply now to become a Stadia developer --> https://stadia.dev/intl/en_us/apply
Feedback
Thank you for watching! We'd love to hear your feedback to help us improve on future sessions:
Google for Games
With convenient tools that help you across the entire lifecycle and access to billions of users each day, Google for Games offers strategic partnership throughout the lifecycle of the gaming business and beyond. Discover which of our game development solutions best suit your needs.