Tag Archives: Developer

Meet the 20 finalists of the Google Play Indie Games Contest

Posted by Matteo Vallone, Google Play Games Business Development

Back in November, we launched the Google Play Indie Games Contest for developers from 15 European countries, to celebrate the passion and innovation of the indie community in the region. The contest will reward the winners with exposure to industry experts and players worldwide, as well as other prizes that will showcase their art and help them grow their business on Android and Google Play.

Thank you to the nearly 1000 of you who submitted high quality games in all types of genres! Your creativity, enthusiasm and dedication have once again impressed us and inspired us. We had a very fun time testing and judging the games based on fun, innovation, design excellence and technical and production quality, and it was challenging to select only 20 finalists:

Meet the 20 finalists
(In alphabetical order)

Blind Drive
(coming soon)

Lo-Fi People
Israel
Causality
(coming soon)

Loju
United Kingdom
Crap! I'm Broke: Out of Pocket
Arcane Circus Netherlands
Egz

Lonely Woof
France
Ellipsis

Salmi GmbH Germany
Gladiabots


GFX47
France
Happy Hop: Kawaii Jump

Platonic Games
Spain
Hidden Folks (coming soon)

Adriaan de Jongh Netherlands
Lichtspeer
(coming soon)

Lichthund
Poland
Lost in Harmony
Digixart

Entertainment France
Mr Future Ninja (coming soon)

Huijaus Studios
Finland
Paper Wings


Fil Games
Turkey
PinOut


Mediocre
Sweden
Power Hover


Oddrok
Finland
Reigns

Nerial
United Kingdom
Rusty Lake: Roots


Rusty Lake Netherlands
Samorost 3


Amanita Design Czech Republic
The Battle of Polytopia

Midjiwan AB Sweden
twofold inc.


Grapefrukt games Sweden
Unworded (coming soon)

Bento Studio France

Check out the prizes

All the 20 finalists are getting:
  • The opportunity to exhibit and showcase their game at the final event held at the Saatchi Gallery in London, on 16th February 2017.
  • Promotion of their game on a London billboard for one month.
  • Two tickets to attend a 2017 Playtime event. This is an invitation-only event for top apps and games developers on Google Play.
  • One Pixel XL smartphone.
At the event at Saatchi, the finalists will also have a chance to make it to the next rounds and win additional prizes, including:
  • YouTube influencer campaigns worth up to 100,000 EUR.
  • Premium placements on Google Play.
  • Tickets to Google I/O 2017 and other top industry events.
  • Promotions on our channels.
  • Special prizes for the best Unity game.
  • And more!

Come support them at the final event

At the final event attendees will have a say on which 10 of these finalists will get to pitch their games to the jury, who will decide on the final contest winners who will receive the top prizes.

Register now to join us in London, meet the developers, check out their great games, vote for your favourites, and have fun with various industry experts and indie developers.



A big thank you again to everyone who entered and congratulations to the finalists. We look forward to seeing you at the Saatchi Gallery in London on 16th February.

Introducing the ExifInterface Support Library

With the release of the 25.1.0 Support Library, there's a new entry in the family: the ExifInterface Support Library. With significant improvements introduced in Android 7.1 to the framework's ExifInterface, it only made sense to make those available to all API 9+ devices via the Support Library's ExifInterface.

The basics are still the same: the ability to read and write Exif tags embedded within image files: now with 140 different attributes (almost 100 of them new to Android 7.1/this Support Library!) including information about the camera itself, the camera settings, orientation, and GPS coordinates.

Camera Apps: Writing Exif Attributes

For Camera apps, the writing is probably the most important - writing attributes is still limited to JPEG image files. Now, normally you wouldn't need to use this during the actual camera capturing itself - you'd instead be calling the Camera2 API CaptureRequest.Builder.set() with JPEG_ORIENTATION, JPEG_GPS_LOCATION or the equivalents in the Camera1 Camera.Parameters. However, using ExifInterface allows you to make changes to the file after the fact (say, removing the location information on the user's request).

Reading Exif Attributes

For the rest of us though, reading those attributes is going to be our bread-and-butter; this is where we see the biggest improvements.

Firstly, you can read Exif data from JPEG and raw images (specifically, DNG, CR2, NEF, NRW, ARW, RW2, ORF, PEF, SRW and RAF files). Under the hood, this was a major restructuring, removing all native dependencies and building an extensive test suite to ensure that everything actually works.

For apps that receive images from other apps with a content:// URI (such as those sent by apps that target API 24 or higher), ExifInterface now works directly off of an InputStream; this allows you to easily extract Exif information directly out of content:// URIs you receive without having to create a temporary file.

Uri uri; // the URI you've received from the other app
InputStream in;
try {
  in = getContentResolver().openInputStream(uri);
  ExifInterface exifInterface = new ExifInterface(in);
  // Now you can extract any Exif tag you want
  // Assuming the image is a JPEG or supported raw format
} catch (IOException e) {
  // Handle any errors
} finally {
  if (in != null) {
    try {
      in.close();
    } catch (IOException ignored) {}
  }
}

Note: ExifInterface will not work with remote InputStreams, such as those returned from a HttpURLConnection. It is strongly recommended to only use them with content:// or file:// URIs.

For most attributes, you'd simply use the getAttributeInt(), getAttributeDouble(), or getAttribute() (for Strings) methods as appropriate.

One of the most important attributes when it comes to displaying images is the image orientation, stored in the aptly-named TAG_ORIENTATION, which returns one of the ORIENTATION_ constants. To convert this to a rotation angle, you can post-process the value.

int rotation = 0;
int orientation = exifInterface.getAttributeInt(
    ExifInterface.TAG_ORIENTATION,
    ExifInterface.ORIENTATION_NORMAL);
switch (orientation) {
  case ExifInterface.ORIENTATION_ROTATE_90:
    rotation = 90;
    break;
  case ExifInterface.ORIENTATION_ROTATE_180:
    rotation = 180;
    break;
  case ExifInterface.ORIENTATION_ROTATE_270:
    rotation = 270;
    break;
}

There are some helper methods to extract values from specific Exif tags. For location data, the getLatLong() method gives you the latitude and longitude as floats and getAltitude() will give you the altitude in meters. Some images also embed a small thumbnail. You can check for its existence with hasThumbnail() and then extract the byte[] representation of the thumbnail with getThumbnail() - perfect to pass to BitmapFactory.decodeByteArray().

Working with Exif: Everything is optional

One thing that is important to understand with Exif data is that there are no required tags: each and every tag is optional - some services even specifically strip Exif data. Therefore throughout your code, you should always handle cases where there is no Exif data, either due to no data for a specific attribute or an image format that doesn't support Exif data at all (say, the ubiquitous PNGs or WebP images).

Add the ExifInterface Support Library to your project with the following dependency:

compile "com.android.support:exifinterface:25.1.0"

But when an Exif attribute is exactly what you need to prevent a mis-rotated image in your app, the ExifInterface Support Library is just what you need to #BuildBetterApps

Start building Actions on Google

Posted by Jason Douglas, PM Director for Actions on Google

The Google Assistant brings together all of the technology and smarts we've been building for years, from the Knowledge Graph to Natural Language Processing. To be a truly successful Assistant, it should be able to connect users across the apps and services in their lives. This makes enabling an ecosystem where developers can bring diverse and unique services to users through the Google Assistant really important.

In October, we previewed Actions on Google, the developer platform for the Google Assistant. Actions on Google further enhances the Assistant user experience by enabling you to bring your services to the Assistant. Starting today, you can build Conversation Actions for Google Home and request to become an early access partner for upcoming platform features.

Conversation Actions for Google Home

Conversation Actions let you engage your users to deliver information, services, and assistance. And the best part? It really is a conversation -- users won't need to enable a skill or install an app, they can just ask to talk to your action. For now, we've provided two developer samples of what's possible, just say "Ok Google, talk to Number Genie " or try "Ok Google, talk to Eliza' for the classic 1960s AI exercise.

You can get started today by visiting the Actions on Google website for developers. To help create a smooth, straightforward development experience, we worked with a number of development partners, including conversational interaction development tools API.AI and Gupshup, analytics tools DashBot and VoiceLabs and consulting companies such as Assist, Notify.IO, Witlingo and Spoken Layer. We also created a collection of samples and voice user interface (VUI) resources or you can check out the integrations from our early access partners as they roll out over the coming weeks.

Introduction to Conversation Actions by Wayne Piekarski

Coming soon: Actions for Pixel and Allo + Support for Purchases and Bookings

Today is just the start, and we're excited to see what you build for the Google Assistant. We'll continue to add more platform capabilities over time, including the ability to make your integrations available across the various Assistant surfaces like Pixel phones and Google Allo. We'll also enable support for purchases and bookings as well as deeper Assistant integrations across verticals. Developers who are interested in creating actions using these upcoming features should register for our early access partner program and help shape the future of the platform.

Build, explore and let us know what you think about Actions on Google! And to say in the loop, be sure to sign up for our newsletter, join our Google+ community, and use the “actions-on-google” tag on StackOverflow.

Start with a line, let the planet complete the picture

Jeff Nusz, Data Arts Team

Take a break this holiday season and paint with satellite images of the Earth through a new experiment called Land Lines. The project lets you explore Google Earth images in unexpected ways through gesture. Earth provides the palette; your fingers, the paintbrush.
There are two ways to explore–drag or draw. "Draw" to find satellite images that match your every line. "Drag" to create an infinite line of connected rivers, highways and coastlines. Here's a quick demo:


Everything runs in real time in your phone's web browser without any servers. The responsiveness of the project is a result of using machine learning, data optimization, and vantage-point trees to analyze the images and store that data.

We preprocessed the images using a combination of Open CV's Structured Forests machine learning based edge detection and ImageJ's Ridge Detection library. This culled the initial dataset of over fifty thousand high res images down to just a few thousand selected for their presence of lines, as shown in the example below. What ordinarily would take days was completed in just a few hours.


Example output from the line detection processing. The dominant line is highlighted in red while secondary lines are highlighted in green.



In the drawing exploration, we stored the resulting data in a vantage-point tree. This enabled us to efficiently run gesture matching against all the images and have results appear in milliseconds.


An early example of gesture matching using vantage point trees, where the drawn input is on the right and the closest results on the left.




Another example of user gesture analysis, where the drawn input is on the right and the closest results on the left.



Built in collaboration with Zach Lieberman, Land Lines is an experiment in big visual data that explores themes of connection. We tried several machine learning libraries in our development process. The learnings from that experience can be found in the case study, while the project code is available open-source on Git Hub. Start with a line at g.co/landlines.

Formatting text with the Google Slides API

Originally posted on G Suite Developers blog

Posted by Wesley Chun (@wescpy), Developer Advocate, G Suite

It's common knowledge that presentations utilize a set of images to impart ideas to the audience. As a result, one of the best practices for creating great slide decks is to minimize the overall amount of text. It means that if you do have text in a presentation, the (few) words you use must have higher impact and be visually appealing. This is even more true when the slides are generated by a software application, say using the Google Slides API, rather than being crafted by hand.

The G Suite team recently launched the first Slides API, opening up a whole new category of applications. Since then, we've published several videos to help you realize some of those possibilities, showing you how to replace text and images in slides as well as how to generate slides from spreadsheet data. To round out this trifecta of key API use cases, we're adding text formatting to the conversation.

Developers manipulate text in Google Slides by sending API requests. Similar to the Google Sheets API, these requests come in the form of JSON payloads sent to the API's batchUpdate() method. Here's the JavaScript for inserting text in some shape (shapeID) on a slide:

{
"insertText": {
"objectId": shapeID,
"text": "Hello World!\n"
}

In the video, developers learn that writing text, such as the request above, is less complex than reading or formatting because both the latter require developers to know how text on a slide is structured. Notice for writing that just the copy, and optionally an index, are all that's required. (That index defaults to zero if not provided.)

Assuming "Hello World!" has been successfully inserted in a shape on a slide, a request to bold just the "Hello" looks like this:

{
"updateTextStyle": {
"objectId": shapeID,
"style": {
"bold": true
},
"textRange": {
"type": "FIXED_RANGE",
"startIndex": 0,
"endIndex": 5
},
"fields": "bold"
}
If you've got at least one request, like the ones above, in an array named requests, you'd ask the API to execute them with just one call to the API, which in Python looks like this (assuming SLIDES is your service endpoint and the slide deck ID is deckID):
SLIDES.presentations().batchUpdate(presentationId=deckID,
body=requests).execute()

To better understand text structure & styling in Google Slides, check out the text concepts guidein the documentation. For a detailed look at the complete code sample featured in the DevByte, check out the deep dive post. To see more samples for common API operations, take a look at this page. We hope the videos and all these developer resources help you create that next great app that automates producing highly impactful presentations for your users!

Google Developers YouTube Channel Reaches 1 Million Subscribers!

Posted by David Unger, Program Manager

Earlier this week, the Google Developers YouTube channel crossed the 1 million subscribers threshold. This is a monumental achievement for us, and we are extremely honored that so many of you have found our content valuable enough to click that red ‘Subscribe’ button.
The Google Developers YouTube channel has been bringing you content for just over 8 years, covering major developer events, like Google I/O and Playtime, as well as providing best practices on the latest tools to help you build high quality experiences! In that time, we’ve shared over 2,000 videos that have been viewed over 100 million times. Here is a look back at how we got to this milestone:

We are gearing up for another year of videos to help developers all over the world. To avoid missing any of it, you can subscribe to each of our YouTube channels using the following links:
Google Developers | Android Developers | Chrome Developers | Firebase

Scratch Blocks update: Making it easier to develop coding apps for kids

Posted by Champika Fernando, Product Manager, Google, and Kasia Chmielinski, Product Lead, MIT Scratch Team

We want to empower developers to build great creative learning apps for kids. That's why, earlier this year, we announced Scratch Blocks, a free, open-source project created by the MIT Scratch and Google Kids Coding teams. Together, we are building this highly tinkerableand playful block-based programming grammar based on MIT's popular Scratch language and Blockly's architecture. With Scratch Blocks, developers can integrate Scratch-style coding into apps for kids.

Today, we're excited to share our progress in a number of areas:

1. Designing for tinkerability

Research from the MIT Media Lab has highlighted the importance of providing children with opportunities for quick experimentation and rapid cycles of iteration. For example, the Scratch programming environment makes it easy for kids to adjust the code while it's running, as well as try coding blocks by just tapping on them. Since our initial announcement in May, we've focused on supporting this type of tinkerability in the Scratch Blocks project by making it very easy for developers to connect Scratch Blocks directly to the Scratch VM (a related open-source project being developed by MIT). In this model, instead of blocks being converted to a text-based language like JavaScript which is then interpreted, the blocks themselves are the code. The result is a more tinkerable experience for the end-user.

2. Designing for all levels

Computational thinking1 is a valuable skill for everyone. In order to support developers building a wide diversity of coding experiences with Scratch Blocks, we've designed two related block grammars that can be used in a variety of contexts. One grammar uses icon-based blocks that connect horizontally, while the other uses text-based blocks that connect vertically.

We started by developing the horizontal grammar, which is well-suited for beginners of all ages due to its simplicity and limited number of blocks; additionally, this grammar is easier to manipulate on small screens. You can see an example of the horizontal icon-based grammar in Code a Snowflake (an activity in this year's Google Santa Tracker) built by the Google Kids Coding Team. More recently, we've added the vertical grammar, which supports a wider range of complex concepts. The horizontal grammar can also be translated into vertical blocks, making it possible to transition between the grammars. We imagine this will be useful in a number of situations, including designing for multiple screen sizes, or as an element of the app's learning experience.

3. Designing for all devices

We're building Scratch Blocks for a world that is increasingly mobile, where people of all ages will tinker with code in a variety of environments. We've improved the mobile experience in many key areas, both in Scratch Blocks as well as the underlying Blockly project:

  • Redesigned blocks for improved touchability
  • Fast loading of large projects on low-powered devices
  • Optimization of block manipulation and code editing on touch screens
  • Redesigned multi-touch support for a better experience on touch devices

How to get involved

These first six months of Scratch Blocks have been a lot of work - and a ton of fun. To stay up to date on the project, check out our Github project, and learn more on our Developer Page.

[1] Learn more about Computational Thinking

Android Wear 2.0 Developer Preview 4: Authentication, In-App Billing, and more

Posted by Hoi Lam, Developer Advocate

A key part of Android Wear 2.0 is letting watch apps work as standalone apps, so users can respond to messages, track their fitness, and use their favorite apps, even when their phone isn't around. Developer Preview 4 includes a number of new APIs that will help you build more powerful standalone apps.

Seamless authentication

To make authentication a seamless experience for both Android phone and iPhone users, we have created new APIs for OAuth and added support for one-click Google Sign-in. With the OAuth API for Android Wear, users can tap a button on the watch that opens an authentication screen on the phone. Your watch app can then authenticate with your server side APIs directly. With Google Sign-In, it's even easier. All the user needs to do is select which account they want to authenticate with and they are done.

In-app billing

In addition to paid apps, we have added in-app billing support, to give you another way to monetize your Android Wear app or watch face. Users can authorize purchases quickly and easily on the watch through a 4-digit Google Account PIN. Whether it's new levels in a game or new styles on a watch face, if you can build it, users can buy it.

Cross-device promotion

What if your watch app doesn't work standalone? Or what if it offers a better user experience when both the watch and phone apps are installed? We've been listening carefully to your feedback, and we've added two new APIs (PlayStoreAvailability and RemoteIntent) to help you navigate users to the Play Store on a paired device so they can more easily install your app. Developers can also open custom URLs on the phone from the watch via the new RemoteIntent API; no phone app or data layer is required.

// Check Play Store is available
int playStoreAvailabilityOnPhone =
    PlayStoreAvailability.getPlayStoreAvailabilityOnPhone(getApplicationContext());

if (playStoreAvailabilityOnPhone == PlayStoreAvailability.PLAY_STORE_ON_PHONE_AVAILABLE) {
    // To launch a web URL, setData to Uri.parse("https://g.co/wearpreview")
    Intent intent =
        new Intent(Intent.ACTION_VIEW)
            .addCategory(Intent.CATEGORY_BROWSABLE)
            .setData(Uri.parse("market://details?id=com.google.android.wearable.app"));
    // mResultReceiver is optional; it can be null.
    RemoteIntent.startRemoteActivity(this, intent, mResultReceiver);
}

Swipe-to-dismiss is back

Many of you have given us the feedback that the swipe-to-dismiss gesture from Android Wear 1.0 is an intuitive time-saver. We agree, and have reverted back to the previous behavior with this developer preview release. To support swipe-to-dismiss in this release, we've made the following platform and API changes:

  • Activities now automatically support swipe-to-dismiss. Swiping an activity from left to right will result in it being dismissed and the app will navigate down the back stack.
  • New Fragment and View support. Developers can wrap the containing views of a Fragment or Views in general in the new SwipeDismissFrameLayout to implement custom actions such as going down the back stack when the user swipes rather than exiting the activity.
  • Hardware button now maps to "power" instead of "back" which means it can no longer be intercepted by apps.

Additional details are available under the behavior changes section of the Android Wear Preview site.

Compatibility with Android Wear 1.0 apps

Android Wear apps packaged using the legacy embedded app mechanism can now be delivered to Android Wear 2.0 watches. When a user installs a phone app that also contains an embedded Android Wear app, the user will be prompted to install the embedded app via a notification. If they choose not to install the embedded app at that moment, they can find it in the Play Store on Android Wear under a special section called "Apps you've used".

Despite support for the existing mechanism, there are significant benefits for apps that transition to the multi-APK delivery mechanism. Multi-APK allows the app to be searchable in the Play Store on Android Wear, to be eligible for merchandising on the homepage, and to be remotely installed from the web to the watch. As a result, we strongly recommend that developers move to multi-APK.

More additions in Developer Preview 4

  • Action and Navigation Drawers: An enhancement to peeking behavior allows the user to take action without scrolling all the way to the top or bottom of a list. Developers can further fine-tune drawer peeking behavior through new APIs, such as setShouldPeekOnScrollDown for the action drawer.
  • WearableRecyclerView: The curved layout is now opt-in, and with this, the WearableRecyclerView is now a drop-in replacement for RecyclerView.
  • Burn-in protection icon for complications: Complication data providers can now provide icons for use on screens susceptible to burn-in. These burn-in-safe icons are normally the outline of the icon in interactive mode. Previously, watch faces may have chosen not to display the icon at all in ambient mode to prevent screen burn-in.

Feedback welcome!

Thanks for all your terrific feedback on Android Wear 2.0. Check out g.co/wearpreview for the latest builds and documentation, keep the feedback coming by filing bugs or posting in our Android Wear Developers community, and stay tuned for Android Wear Developer Preview 5!

Start building Actions on Google

Posted by Jason Douglas, PM Director for Actions on Google

The Google Assistant brings together all of the technology and smarts we've been building for years, from the Knowledge Graph to Natural Language Processing. To be a truly successful Assistant, it should be able to connect users across the apps and services in their lives. This makes enabling an ecosystem where developers can bring diverse and unique services to users through the Google Assistant really important.

In October, we previewedActions on Google, the developer platform for the Google Assistant. Actions on Google further enhances the Assistant user experience by enabling you to bring your services to the Assistant. Starting today, you can build Conversation Actions for Google Home and request to become an early access partner for upcoming platform features.

Conversation Actions for Google Home

Conversation Actions let you engage your users to deliver information, services, and assistance. And the best part? It really is a conversation -- users won't need to enable a skill or install an app, they can just ask to talk to your action. For now, we've provided two developer samples of what's possible, just say "Ok Google, talk to Number Genie " or try "Ok Google, talk to Eliza' for the classic 1960s AI exercise.

You can get started today by visiting the Actions on Google website for developers. To help create a smooth, straightforward development experience, we worked with a number of development partners, including conversational interaction development tools API.AI and Gupshup, analytics tools DashBot and VoiceLabs and consulting companies such as Assist, Notify.IO, Witlingo and Spoken Layer. We also created a collection of samples and voice user interface (VUI) resources or you can check out the integrations from our early access partners as they roll out over the coming weeks.

Introduction to Conversation Actions by Wayne Piekarski

Coming soon: Actions for Pixel and Allo + Support for Purchases and Bookings

Today is just the start, and we're excited to see what you build for the Google Assistant. We'll continue to add more platform capabilities over time, including the ability to make your integrations available across the various Assistant surfaces like Pixel phones and Google Allo. We'll also enable support for purchases and bookings as well as deeper Assistant integrations across verticals. Developers who are interested in creating actions using these upcoming features should register for our early access partner program and help shape the future of the platform.

Build, explore and let us know what you think about Actions on Google! And to say in the loop, be sure to sign up for our newsletter, join our Google+ community, and use the “actions-on-google” tag on StackOverflow.

Watch sessions from the Playtime 2016 events to learn how to succeed on Android & Google Play

Posted by Patricia Correa, Head of Developer Marketing, Google Play

We’re wrapping up our annual global Playtime series of events with a last stop in Tokyo, Japan. This year Google Play hosted events in 10 cities: London, Paris, Berlin, Hong Kong, Singapore, Gurgaon, San Francisco, Sao Paulo, Seoul and Tokyo. We met with app and game developers from around the world to discuss how to build successful businesses on Google Play, share experiences, give feedback, collaborate, and get inspired. You can now watch some of the best Playtime sessions on our Android Developers YouTube Channel, as listed below. The playlist opens with a video that celebrates collaboration.

Keynote

What’s next for Google Play

Learn how we're helping users discover apps in the right context, creating new ways to engage with users beyond the install, and powering innovative experiences on emerging platforms like virtual reality, wearables, and auto.

Develop and launch apps & games

Android development in 2016

Android development is more powerful and efficient than ever before. Android Studio brings you speed, smarts, and support for Android Nougat. The broad range of cross-platform tools on Firecase can improve your app on Android and beyond. Material Design and Vulkan continue to improve the user experience and increase engagement.

Daydream & Tango

Daydream View is a VR headset and controller by Google that lets people explore new worlds, or play games that put them at the center of action. Learn how we're helping users discover apps in the right context and powering new experiences with Daydream and Tango.

Fireside chat - Wayfair & Pokémon GO on augmented reality

Augmented reality engages and delights people everywhere. In this fireside chat, online furniture seller Wayfair and Niantic's Pokémon GO share their experiences with AR and discuss how other developers can make the most of the platform.

Building for billions, featuring best practices from Maliyo Games

Learn how to create apps and games for emerging markets, which are expected to drive 80% of global smartphone growth by 2020, by recognizing the key challenges and designing the right app experiences to overcome them.

At minute 16:41, hear tips from Hugo Obi, co-founder of Nigerian games developer Maliyo.

Launch smart on Google Play

Set your app up for success using experimentation and iteration. Learn best practices for soft launching and adapting your app for different markets and device types.

Apps

Sustainable growth solves most problems for apps, featuring best practices from SoundCloud & Peak

Planning and executing a great growth strategy involves a complex set of choices and mastery of many tools. In this session we discuss topics including key business objectives, tools, and techniques to help you solve the growth puzzle with our partner, SoundCloud.

Also, check out some growth best practices from Peak.

Creating sustainable user growth for startups, by Greylock

User growth isn't just about growing the number of users you have. The key to sustainability is creating and delivering core product value. In this session, VC Greylock discusses how to identify your core action to focus on and shows you how to use these insights to optimize your app for long term growth.

App engagement is the new black, featuring best practices from Lifesum

As the app marketplace becomes more competitive, developer success depends on retaining users in apps they love. Find out which Google tools and features can help you analyze your users' behaviors, improve engagement and retention in your app and hear insights from others developers including Lifesum.

Predicting lifetime value in the apps world

Deepdive into lifetime value models and predictive analytics in the apps ecosystem. Tactics to get the most out of identified segments and how to upgrade their behaviors to minimize churn.

Subscriptions update

Learn about Google's efforts to enable users, around the world, to seamlessly and safely pay for content. This session provides updates on Google Play billing and recent enhancements to our subscriptions platform.

Games

One game fits all, featuring best practices from Space Ape Games

Customize your game's experience for different users by targeting them with lifetime value models and predictive analytics. Hear how these concepts are applied by Space Ape Games to improve retention and monetization of their titles.

Promoting your game and growing your user base, featuring best practices from Seriously

Learn how to use Google's latest tools, like Firebase, for benchmarking, acquiring users and measuring your activities. Also, hear game developer Seriously share their latest insights and strategies on YouTube influencer campaigns.

Creating long-term retention, loyalty and value with engaging LiveOps events, featuring best practices from Kabam & Creative Mobile

Learn how successful developers keep their games fresh and engaging with Live Operations. In this talk, the LiveOps expert on Marvel: Contest of Champions discusses tips about the art and science of running an engaging LiveOps event.

Also check out the tips and best practices to run successful LiveOps from games developer Creative Mobile.

Panel - Play fair: Maintaining a level playing field in your game, featuring Space Ape Games and Kongregate

Ensuring that your game is fair is critical to success. Find out how game developers are achieving this and some ways Google Play can help.

Families

Why you need to build for families

Family-based households with children have higher tablet and smartphone ownership rates than the general population. These families are more likely to make purchases on their mobile devices and play games. Learn about how parents choose what to download and buy, and how you can prepare for maximum conversion.

Two keys to growth: user acquisition & app engagement, by Cartoon Network

Hear how Cartoon Network leverages their network to cross-promote new titles, acquire new users and keep them engaged through immersive experiences.

Go global: Getting ready for the emerging markets revolution, by Papumba

Papumba has a clear vision to grow a global business. Hear how they work with experts to adapt their games to local markets and leverage Google Play's developer tools to find success around the world.

Optimizing for a post install world

You've spent time and resources getting users to download your apps, but what happens after the install? Learn how to minimize churn and keep families engaged with your content long term.

Monetization best practices on freemium, by 01 Digital

Learn how 01 Digital uses In-App-Purchases (IAP) to effectively monetize their apps while maintaining a safe environment for families.

Building a subscription business that appeals to parents, by PlayKids

PlayKids has been at the forefront of the subscription business model since their inception. See how they best serve their subscribers by refreshing their content, expanding their offerings and investing in new verticals.



How useful did you find this blogpost?