JAMIL MOLEDINA: I'm Jamil Moledina from Google Play
business development leading game strategic partnerships
as well as sourcing the Android TV portfolio.
It's really great to be back here at GDC
talking about we've been working on on Android TV.
The platform brings together the Android L operating system
and Google Play to the living room,
where people spend five to six hours per day per household.
Android TV helps you get there because we already
have your community business and product on Google Play.
Right now, smart TVs are fragmented.
Since Android TV is a platform, you
get to get there all at once.
Now at the same time, we've designed the platform
to make it simple for you to adapt your existing Android
game to Android TV through a manifest update
and guidance on adapting the design to the new form factor.
It's a bigger leap than going from phone to tablet.
And at the same time it's not the same--
it's not exactly the same.
You have to think about what inputs are going to work.
You've made your game for touch, but how
do you navigate in-game?
How do you scroll around your game universe?
Also, can the game scale visually?
Can the UI?
Here's Infinite Dreams' "Sky Force 2014" on phones.
It's designed as a portrait shoot 'em up-- you're
shooting up the screen.
And here's how it adapted to television.
They went landscape, added co-op multiplayer,
and of course gamepad control support,
and adapted some of the HUD as well.
Also, think about how do your play sessions
scale to the living room?
Mobile games are made for three to five minutes,
but how can you scale it to 15, 30, or maybe even two hours?
Our approach in putting together the portfolio for Android TV
has been to select high fidelity games that
are easily accessible, that are scaled to the living room.
We've been curating everything for the launch of the Nexus
player until now, in much the same way that we
do featuring on the main store.
So it's the same featuring process.
It's the same editorial team that we're
using to curate everything, and here you
can see how the rails are organized.
This is how the store presents itself
across all the devices that Greg mentioned in his keynote.
And our mantra from the start has been quality over quantity
in order to demonstrate to developers,
OEM partners, and consumers what the opportunity space is.
So we have over 80 40-star or better games on the store
right now.
We focus on games that have high visual fidelity
and high accessibility, both in terms of controls
and content for a broader audience.
And in terms of what that content looks like,
we have great partners supporting the store,
from indies to AAA developers.
Vector Unit's "Beach Buggy Racing", who
we saw a lot of earlier today.
Disney's "Castle Delusions", Senri's "Leo's Fortune",
Gameloft's "Despicable Me".
This is just a handful of what we have.
But also, there's games coming from console and PC,
like Ubisoft's "Valiant Hearts" and "Oddworld-- Stranger's
Wrath", as well as indie hits like "The Bridge" and "Goat
Simulator," making it possible for you
to keep your living room business model
consistent across platforms.
Now on the hardware side at CES, Sony, Phillips, and Sharp
showed their smart TVs running Android TV.
And Razer's Android TV-powered Forge TV one
Best Gaming Product and Consumer's Choice Award,
largely because it's an all-purpose media and game
player for $100.
Now, I love this picture.
What is going to be the user experience-- the unboxing
experience when people bring home their TVs in 2015?
It's going to be the portfolio that we're developing now.
That's why it's important to adapt to Android TV now.
The games on there are the first movers
that set the bar for applying the app cultural shift
to living room games.
Also, there's going to be a lot more product in the pipeline.
As the platform moves forward and appears organically
on living room consumer electronics devices,
the business case becomes more apparent.
We'll be seeing more custom experiences like "Sky Force
2014", and the experiences Greg was talking about as well
with second screens.
And finally, here's this classic game developer dream
that's possible-- it's within reach-- to have
your game attached to your player.
Have it live seamlessly between phone, tablet, and living room
without constraint of device or platform.
How do you get there?
The developer advocacy team will help you sort
through the technical issues.
And the Google Play [? BD ?] team
will help you get on to the store.
Network to them through your favorite social network,
and that's all I've got.
Thank you very much.