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Less time porting and certing, more time creating
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About the talk

Learn from Stadia Product Managers about how we're making it more efficient to bring games to Stadia with significant investments in cloud-native tooling and automated certification processes as well as third-party engine improvements.

About speakers

Elisabeth Morant
Product Manager at Stadia
Ryan Bartley
Product Manager at Stadia
Robert Adelmann
Product Manager at Stadia

Elisabeth Morant is the Product Manager for Google’s “Tilt Brush”, an award winning virtual reality application that allows anyone to paint in 3D space at room scale. With Tilt Brush, artists can use the entire room as their canvas, choosing from brushes such as ink or highlighter, and otherwise-impossible materials like fire, stars or snowflakes. As Google’s first ever application on both the HTC Vive and then again on Oculus Rift, Tilt Brush has received widespread acclaim since it was initially released in April 2016.Pushing the bounds of what’s technically possible, Elisabeth has dedicated her career to building experiences that empower people to create and learn in completely new ways. This has led her to work on projects like YouTube Globalization, where she built new tools to make videos accessible for more people, and Chrome Security, where she launched new visible browser security features protecting users from harm. Before Google, Elisabeth was the Digital Producer for KickinNutrition.TV, where she evolved the children’s digital video series into a transmedia educational platform for teaching healthy eating and nutrition.Elisabeth graduated from MIT with a degree in Computer Science and Engineering, and is originally from Chicago.

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Hello everyone, and thank you so much for joining. Our stadia technical session less time. Porting inserting more time creating today or hear for myself. I'm Elizabeth a product manager on the stadium team as well as Ryan Farley a piano joining us from Austin, Texas and Robert Adelman one of RPMs based in Munich, Germany. The focus of this presentation is how I'm making it easier than ever to bring your game to stadia. We spent the time since TJ has launched listen to partner feedback and working to address some of the largest challenges, they experience in investment for making to

make this process easier and more. Efficient first All Began by covering the developer iteration improvements for making help automate and simplify some of the more manual. And tedious process has on Stadium. And how are beginning to really lean into the cloud made of nature of our platform, dive into everyone's favorite topic, certification and describes, how changes we are making are expected to reduce the turn to take to me and Todd Davis, technical requirements as well as the continued improvements for making to the overall process of certification and Publishing. Finally, Robert will

discuss the work. We're doing to make it easier to bring unity and unreal, title to stadia, as well as specific Investments for custom engines, using the stadium porting tool kit, which will continue to build out an ad to overtime. To start. I'm going to talk about some of the recently launched and upcoming features that help support the developer experience on stadia. Specifically. I said if our native development features focus on making it easy to launch manage and review your developer sessions. First, let's talk about testing on infants. What is the best things about stadia? Is that

works across a variety of screens with you're playing on your old Android phone laptop. Chromebook chances are stadia is just going to work across mobile and web has a stork leben a painful process, requiring developers to do quite a bit for what should be a relatively common workflow. The data to Portsmouth or sessions aren't s client which is our developer site streaming client site features of Gamers expect like a cheese meant. For example, Chromecast. You're the one percent of developer sessions are on TV TV is where we see some of those strongest engagement and the party

players, this date of shows that most sessions aren't being tested environment, that Gamers actually play on it easier to test on all screens. We'd expected better distribution of testing. Two dresses, and pinpoint. We are taking advantage of the benefits of cloud development in making available. The ability to watch the TV web and Mobile in, just one step from the visual studio or developer site. The partner portal. This one, they will wrap it in a relation without additional steps. We expect this to Save hours in the life of a stadium developer. This feature is

going life first for us to Wed and then mobile and to be over the next few months. Now being able to easily test your title and all and points is just the start a new set of cloud-native tools. They willnae be able to have the capabilities and powers of a developer while playing as a gamer no matter what and point your on our new suite of cloud need of tools will also unlock new, use cases for distribute a collaboration test. Hub will enable developers to seamlessly test their games across Mobile TV and web or getting all the tools in real-time data, they need to understand and control

their game. This will have to get shoes, a comprehensive logs and feedback both during and after the session setup will become the best place to launch a game, a game, and things go wrong. Secret playing a game on Chromecast in real time. On dear frame rate stability and test vs. Lab streamed in real time. In the browser as you continue to play on TV for launching our initial launch in the coming months will be focused on that willing consolidation and Improvement. Specifically

bringing features from the state of developer Chrome extension and test line. In one place with priority, given to scr. Graston tools over time will continue to add functionality to test, have supporting every component of the developer lifecycle. The data available to stay developers is extensive and growing but the process of extracting and stating that data is a challenging and manual process. This is why we launched game runs which seeks to improve his experience. By automating, the capture retrieval and display of useful, idiots running games execution. Demons are new persistent

repository of all the game log session, data artifacts and other information. They were generated while playing your game captured automatically, which you can share with anyone in your team anywhere at any time. No more downloading log files are wondering what field you're running. It's all right, they're accessible through unique game Run. You were well-respected feature to significantly improve distributed across. Team cross. Go collaboration with the upcoming launch of test Hub field access to all of your past game runs in one place. And now I'll hand it over to Ryan to talk

about how we're making publishing and certification easier for partners. Hey, everyone. I'm Ryan. Great to be here, talking to you virtually from my house in Austin. I'm p.m. On stadia. And today, I'll be detailing several ways in which we are making it easier to certify and publisher titles on Stadium. For those that don't know, certification is the last hurdle before launching a game and stadia store and it's something that exists on almost all modern game platform certification. Check. The number of requirements called stadia technical requirements or strs to ensure that stadia players

are getting a reliable experience. When they play a game on Stadium, historically. This process has been quite difficult on stadia for development teams, as you can see, but we spent the last year listening and learning from our partners to reduce the overall effort certification takes these efforts were focused on three main areas of improvement. First. We'll talk about simplified requirements. We've simplified and removed several existing as dr's. Easier for your development teams to fulfill the requirements while still maintaining a level of quality, the stadium players.

Expect next will help your team pass certification faster. And more efficiently, finally will highlight decoupling a project that allows your team to work in parallel, ensuring high efficiency and throughput. With all these improvements. We have one overarching goal in mind and neighboring all Partners to pass certification on their first try. Now, let's talk about it in a bit more depth. Starting with. Simplify example, at launch me, required all games to run at 4K,

HDR surround sound. This was an admittedly hard target for many partner to reach since then, we've removed these requirements for games that don't already support these features. On other consoles. We know that certain requirements are more difficult for your game to reach than others. I over the last few quarters. We've been working to simplify remove nespr that doesn't add sufficient value to our players experience. In total. We were moved around 30 different test cases and simplified more than twenty-five of our most complicated STAAR test cases and we're just getting started. Will be

introducing several new updates soon to make the requirements even easier to meet predictability and stability. Are also key areas. We've improved on an Str updates. Every three weeks. We've sought to slow down or release, Cadence of St. Ours and Fries, rstk update requirements, giving your team the time. It needs to stabilize your game before release and to make sure we're not introducing any more unnecessary strs or making any changes that don't need to be made. We creator of internal review board for all things. Strs, that ensures

these requirements are meaningful. And achievable. We hope these changes give teams. Ample opportunity to make their games great without worrying about stadia certification. Once you learn the requirements, do the next step would be testing these requirements out on your actual game, and I'm excited to say that we made a lot of improvements here. Originally the process of testing us, the eyes could be pretty frustrating, a lot of enormous CLI commands, ssh in logs, and checking charts to determine what we may have meant by its requirement. Since then we've leaned into the cloud made of

Nature stadia and not only. Simplify the process of knowing you're in the right testing environment, but also automated the processing of STAAR test case result themselves. Our goal here is really to make it so you don't even have to install a stadia, SDK to test your entire game for certification getting into the correct environment and being able to rely upon the results is incredibly important to us to push this further for certification. We created a small set of configurations your And are certifications team will use when launching the game that will reduce what we

heard over and over about how difficult it was to know, you're in the right environment. We've even gone one step further by giving you a way to change your entire environment into the certification environment. This will let you test things. Exactly like certification does scorecard is a post run summary attached to the game. Runs feature. Elizabeth spoke about earlier allowing teams to receive and share automatic feed back into how their game would perform during technical certification. The scorecard currently supports many STAAR test cases and will be rolling out support for all

other strs over the next few releases further. The scorecard and game runs will become a permanent feature of the certification report so that you can reliably get the information that you need and understand how to use it. Each certification will therefore become with the correlating game Run and Str scorecard. We'll also be adding other things to the run that may be helpful like links to any crash dumps. We may have or images and video to help your team solve issues faster and easier. We've already received a ton of positive feedback from her certification operations, that these tools are

going to be really helpful and we can't wait to begin rolling this out to our partners. Finally, let's talk a little bit about some improvements. We made to the actual submission process Partners spoke to us about how difficult it was, to have multiple teams submitting it iterating during actual certification process. And why we know there will be times when Partners need to change things and parallel. That's why we created the project called decoupling when we launched the certification process, the entire process, bunched around the submission. All parties had to prepare

their entire submission and submit it all at once. This became a big problem, as different teams worked at a different pace is causing a logjam effect over the past year. We invested heavily in this process to split out the technical parts of the submission assets from the store and pricing assets as your development publishing and marketing teams to operate independently from one another and at their own pace. The feature is called launch packs. In other words, you can submit store assets for a certification to make sure everything is in the right place and will show up properly for consumers,

right? Alongside or before, or after your title, goes into technical certification and we hope to keep making this better and better over time by removing and consolidating, unnecessary process requirements, since we launched this in q1, we're already here in great things about it and we're going to continue to improve upon it to increase your team's efficiency, even though many of the things we talked about today. Are just coming out or will come out soon. We're already seeing our goal of one single certification, trending in the right direction. This trend line shows that the number

of average the missions per title has been dropping over time, and we're going to keep working to lower this number until it reaches 1. Next will speak to Robert about the porting journey and third-party engine support with unity and unreal and I'm Robert and I'm going to talk about porting improvements. Let's get started with unity and unreal in the next week. Slides. I'm going to show you what we did already and what we actively working on at the moment, to ensure we come to even

better integration with his powerful creation ecosystems. The first goal is quite clear. We want to make sure that those are even more seamless and things just work out of the box as well as certification. In order to get there. We are at the moment. Finalizing all support for platform-agnostic. So you as a developer can stay as much as possible in your unity, and we will only have to take a look at the stadium if you if you're working on very platform-specific Publix. And as a second thing, we are continuously improving our integration.

Just some examples of recent improvements. If you're working with unity, you do not have to open a manual stapler anymore for debugging improved, 5 transfer speeds. We have now full of the book support for Unity and unreal games in our own City on system. Profiler. So you can take a deeper look at the game and optimize aspects and we proved Express evaluation and not support which would come in very handy specifically if you're working with unreal. A second goal with pursuing it support you as a developer around a few aspects with stadia different compared to other platforms. This means,

January controllers. What's a second pillar of support is around. Network latency compensation, Network, reliability testing, everything around the cloud platform. And as if we also want to help you if you're coming from modified engine version based on source code or a completely custom engine. And in this case, you have options, always upgrade to a newer version of unity and I will, but this can be time-consuming, or in case of unreal, you can use a library of components. We going to provide to make sure your

game runs on stage. Yet. I can use the stage upon which I'm doing interviews in 2 hours from now. Last but not least, we're proving our examples and documentation regarding integrating, the official state better with the unity and regarding examples. You can expect we things first, a complete game that certifies out of the box. That shows you how things are working holistically together. But, in addition to, that will also add specific examples for key aspects, and you can expect examples of exclusive features. In case

you call me from a standard version of unity, and I'm real things would just work out of the box, but in case of coming from a modified version or completely custom version, then the state of putting food kids. What times do to drastically reduce, the effort required to bring a multi-form? The goal is monkey year to reduce time to First Light because this would use project risks as much as possible. And you do not have to develop against new apis, but you can just link against me libraries and most things would just work out of

the box. So specifically you do not have to change your game from bear attacks. Toboggan, have 42, kids consists of two parts, but keep hard is a set of translation, libraries and we have it ready, early access versions of translation. I respond DirectX, 9 10 11 to Balkan and when I come to work anymore, I trust back from Partners is very promising. It will definitely continue along this line and extend our API support. And the second component inside the stadium parking ticket, is a set of tools. We still actively working on and it was what had you to bring your source code over

and I'll perform. This means things like and she wearing soft compliance supporting you around aspects, like 32-bit to 64-bit conversion is bringing over the Big Blocks like DirectX toboggan and around these big box, the state of porting tool kit will help you. But in addition to that is also a lot about the general quality of development tools because foxbuilt and optimize things and when it comes to do we make major improvements. So, when you take a recent versions data and compare it to

know, you can step 10 times faster through code. In Visual Studio, we dressed Ackley improved, the app and download times from files to, and from the instance. We are much clearer messages now, We also have our own CPU and sister profile orbit, which is really part of me. It's okay. And which will keep improving. This will give you a holistic insight into how the different components of the system of working together. And we haven't other accessories have our own GP profiler, which will give you deep inside on the graphics mod boat into the water as well as to why. And you can expect

more like Elizabeth more tools, which will increase in Leverage. The Cloud legible platform for better collaboration and remote work and very soon. You can also expect, for example, intuitive up, loading a distribution of large as a files. With that somebody coming to the end. I don't want to eat it with three key messages. The first is that both development as well as educational as data is easier. And we getting there by some of the work you've heard about this presentation for us to increasingly leveraging a clown, a Chevelle platform for better collaboration,

better remote work with you certification, provide more transparency and automation around. The certification process will continue to improve the state of which will vary considerably reduce the f word when bringing a project Mall platform. No, is there for a really good time to get started with developmental stage at? And if you're interested, please go to stay to the death. Will find more information of Elizabeth Ryan. And myself. Let me say thanks a lot for

your time today and we are very much looking forward to seeing you in person, hopefully soon.

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