[MUSIC PLAYING]
DAN GALPIN: I'm Dan Galpin.
Welcome to "The Android Game
Dev Show," or "The Game Show,"
for short.
Today we're going to do
a quick recap of what
we announced at the 2020 Google
for Games Developer Summit.
To begin with, we've been
investing in tools and products
to make it easier to build and
optimize games for Android.
To help you iterate
faster, Android 11,
with supported devices,
will have ADB Incremental,
helping you deploy changes
orders of magnitude
more efficiently.
Within Android Studio,
we've overhauled the system
trace tool to help you better
understand the timing of how
your code is executed.
We've also added native
profiling capabilities
when running
Android 10 or later,
so you can understand how
your game allocates memory
and more easily
find memory leaks.
The Android GPU Inspector
is a developer preview,
allowing you to profile
graphics performance bottlenecks
through details provided by GPU
hardware counters and activity
information.
We introduced the Android
Game Development Extension,
allowing you to use existing
Visual Studio workflows
to create Android games.
Finally, we announced the Game
Package Registry for Unity,
giving you access to Google Play
billing, Android app bundles,
Play Asset Delivery, Play
Instant, and Firebase Games all
in one place, with more
API support on the way.
We're also working
to make it easier
to get your games to as
many devices as possible,
helping you to scale your reach.
We've launched Play
Asset Delivery,
building on the
app bundle format
to allow you to publish a single
artifact that can chunk up
to two gigabytes of your game
resources into asset packs.
These assets packs can
be delivered either
as part of the initial
install, shortly after install,
or on demand during gameplay,
with up to one gigabyte
delivered as part of
the initial install.
We're previewing Native Crash
Symbolication within Android
Vitals as an open beta.
If you give us your
native debug symbols,
we will add vital
debugging information,
such as class and function
names, to your crash report.
And we are also previewing a new
suite of metrics and insights
in Android Vitals, powered by
the Android Performance Tuner.
We're also helping
you reach more gamers.
We've completed an extensive
visual refresh of the Play
Store game section
to keep things more
exciting and gameplay-centric.
And we're combining that with
a better understanding of what
games are and how that
relates to the kinds of games
people play, along with
further prioritizing
games with strong
technical performance
and engaging content to make
Google Play a great discovery
experience.
We launched the Play Pass
subscription in the US
last year as part
of our commitment
to help creative indie breakouts
and shorter story-based games.
Play Pass includes hundreds
of apps and games free
of ads and in-app purchases.
The Play Games app is now a
Google Play Instant Gameplay
destination that attracts
millions of weekly users,
including a new game
announcement each week.
And we're now accepting
applications to participate.
We're rolling out
Day One Auto-Install
as part of pre-registration,
allowing fans the option
to auto-install your game
the day it becomes available,
and not just receive
a notification.
And we launched the
Billing Library 2.0
for Unity developers to
make it easy to upgrade.
The Play Billing Library
2.0 gives your game
some great new
monetization abilities,
such as expressing
discounts and sales,
cash purchases at
participating retailers,
and out of game
in-app purchases.
Finally, we've
announced the expansion
of Google Play Points, a user
rewards program where users
earn points from spending across
Google Play, trying new apps,
and redeeming weekly rewards.
It's coming to
Taiwan and Hong Kong,
with more expansion
planned this year.
Thanks for your
support in continuing
to build incredible games.
And check out the description
for links to these topics,
and to the full playlist
of Summit sessions.
I'm Dan Galpin for
"The Game Show."
Please remember to
like, subscribe, share,
and above all, stay safe.
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