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CAREEN YAPP: To date, our partners
have shipped more than 180 games on Stadia.
These titles support all types of business models from Free
to Play, to transactional, to game demos, playable
anywhere in the 22 countries that Stadia supports.
And now they're playable on more devices than ever before.
Today, you can access Stadia on no less than hundreds
of millions of devices currently in the market.
Anything from computers, to Android and iOS phones,
to tablets, to a growing list of TVs,
thanks to our new Android TV support.
The numbers of devices will continue
to expand with smart TVs joining the list later this year.
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SPEAKER 1: And it's when you couple Quick
to Play with Stadia Pro, which is
free for every new user for the first month,
that things can get really interesting.
Users get to play dozens of games
with one monthly subscription, while you
get a low friction way to introduce
your games to new players.
Stadia Pro is a big focus for us on the Stadia team this year
as well.
We're investing in third party partnerships
with folks like OnePlus, Lenovo, AT&T, ASUS, and others.
As an example, in June, we launched a program with AT&T
where millions of their Fiber and 5G subscribers
were offered six free months of Stadia Pro
to play on their devices.
We're also continuing to work closely
with our internal partners.
We worked with YouTube last year to offer Stadia Pro to YouTube
Premium subscribers, and we'll be continuing that partnership
later this year.
This is in addition to making extended Stadia Pro
trials available to all Chromebook users,
as well as all Google One subscribers.
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CAREEN YAPP: The team at Stadia is working very hard
to expand our footprint, grow the addressable Stadia market,
and deliver on Google's goal of democratizing access
to great gameplay experiences for everyone.
Recently, we've asked ourselves, how
can we ensure partners benefit more readily
from our subscription?
And here's where things get more exciting.
Starting this month, any new title
that enters into Stadia Pro under the new Stadia Pro terms
will earn a slice of monthly revenue from the service.
Stadia Pro will give back 70% of monthly revenue
to partners based upon engagement
for active, claimable Stadia Pro titles.
To make this as easy as possible, engagement
will be measured by session days.
One user playing one Stadia Pro game twice on day one
equals one session day.
A user that plays a Stadia Pro game once on day one
and once on day two, equals two session days.
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SPEAKER 1: We are also introducing
a brand new incentive program that
cuts Google's revenue share to 15% for the first $3 million.
Partners will get 85% of revenue up to that $3 million
threshold, after which point, we'll
revert to our current split.
This improved revenue share will be in place
starting in October of this year or earlier,
and will run through at least 2023.
It will apply to the life of the title
for every new game that accepts our new terms and launches
in that time frame.
That goes for full games, microtransactions, preorders,
and add-on content.
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Last year, we debuted a technology
that we called Click to Play.
It enables exactly that.
A player can click a link and play a game.
But for developers, it means something more.
That you can use your existing communities, or the far reaches
of the internet, to post a link and bring people seamlessly
into your game.
And not only that, but Click to Play
allows you to see which marketing channel brings
in the most players.
Post the Click to Play link on social media
and you'll be able to see exactly
which social channels bring the most people into your game.
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CAREEN YAPP: As a digital-only platform,
Stadia has the unique ability to generate a link to a partner's
game and provide data for how that link performs,
and the players it brings to Stadia, and to the game.
We call it a Click to Play link.
Players can click on your unique Click
to Play link and play the great games available in Stadia
Pro during the free trial we offer to all new users.
Once that player converts from a free Stadia Pro trial
to a paid Pro subscription, you'll
get $10 per user from Stadia or the local currency equivalent,
this in addition to your slice of the Stadia Pro
monthly revenue.
No other game platform does this and we
are very excited to offer our affiliate marketing
program to our partners in the first half of next year.
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ELISABETH MORANT: Now being able to easily test
your title on all endpoints is just the start.
We're also launching a new set of Cloud native tools
that will enable you to have the capabilities
and powers of a developer while playing as a gamer,
no matter what endpoint you're on.
Our new suite of Cloud native tools
will also unlock new use cases for distributed collaboration.
Test Hub will enable developers to seamlessly test their games
across mobile TV and web while getting all the tools
and real time data they need to understand and control
their game.
This allows partners to debug issues with comprehensive logs
and feedback both during and after the session.
Test Hub will become the best place to launch a game,
debug a game when things go wrong, manage a game,
and control platform variables of the game,
like setting resolution overrides
or emulating different network conditions.
So you could be playing a game on Chromecast in a real time
monitor, your frame rate stability in Test Hub,
or see log streamed in real time in the browser
as you continue to play on TV.
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SPEAKER 2: First, we'll talk about simplified requirements.
We've simplified and removed several existing STRs
so it's easier for your development teams
to fulfill the requirements while still
maintaining the level of quality that Stadia players expect.
Next, we'll dive into more tooling enhancements
and how the game runs feature will help your team pass
certification faster and more efficiently.
Finally, we'll 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, enabling all partners to pass certification
on their first try.
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ROBERT ADELMANN: I'm going to show you what we did already
and what we're actively working on at the moment
to ensure we come to a even better integration
with this powerful creation ecosystems.
The first goal is quite clear.
We want to make sure that development workflows are even
more seamless and things just work out-of-the-box,
both for development as well as certification.
In order to get there, we are at the moment
finalizing our support for a platform agnostic APIs
so you as a developer can stay as much as possible
in your Unity and Unreal world, and you only
have to take a look at the Stadia API
if you're working on very platform specific topics.
And as a second thing, we are continuously improving
in our integration.
Just some examples of recent improvements.
If you're working with Unity, you
do not have to open a manual SSH tunnel anymore for debugging.
We improved five transfer speeds.
We have now full out-of-the-box support for Unity and Unreal
games in our own [? Sapient ?] system profiler so you can take
a deep look at the game and optimize aspects.
And we improved expression evaluation and [INAUDIBLE]
support, which should come in very handy, specifically
if you're working with Unreal.
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But in case you're coming from a modified version
or a completely custom version, then
the Stadia Porting Toolkit has the potential
to drastically reduce the effort required to bring
a game on our platform.
The goal is quite clear.
To reduce time to first light, because this
will reduce project risks.
The idea is that it can keep your game, your Windows game,
as much as possible and you do not
have to develop against new APIs,
but you can just link against new libraries.
And most things will just work out-of-the-box.
So specifically, you do not have to change your game
from DirectX to Vulkan.
The Stadia Porting Toolkit consists of two parts.
The key part is a set of translation libraries,
and we have a very early access versions
of translation libraries from DirectX 9, 10, 11, to Vulkan,
and we're actively working on more.
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