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STEWART MILES: I'm Stewart Miles.
I'm a software engineer on Firebase and Fun Propulsion
Labs.
[INAUDIBLE] I'm here to talk to you about Firebase today.
Firebase is a suite of services to help
you build unique experiences and grow successful businesses.
So we're part of all of the different stages of development
when you're building your game.
It helps you develop, grow, and earn more from your games.
And many of the features are provided at absolutely no cost.
I'll provide an overview of a subset of the features.
So after working with our development community
for the past few months, I'm proud to announce today the 3.0
release of our mobile SDKs for C++ and Unity developers that
target iOS and Android.
So you'll be able to access Firebase
from your favorite game engine.
And Firebase supports iOS, Android, and the web,
and we have admin SDKs for your service.
If you're selling a premium game,
it's valuable to measure user engagement
to understand whether players will return or purchase
your next release.
This is especially important in freemium games, where
you might want to measure engagement to make sure
that users are converting on your ads as much as possible,
while perhaps purchasing in-app content.
Firebase analytics allows you to measure umlimited player
behavior at no cost.
Firebase analytics provides a pre-built dashboard
for common data analysis scenarios,
and implicitly captures events like the first time
your game is opened by user, engagement time, retention,
in-app purchases where it's possible,
and user demographics as well, with minimum effort.
And also you can log your own custom events
on top of all of that.
In addition, our dashboard allows
you to find your own audiences, cohorts, and funnels,
and user properties.
If our dashboard isn't sufficient for your needs,
you can pool data using Google Cloud's
BigQuery or into your own analysis tools.
Or you could even use Google's data studio for data analysis
as well.
So try it out now.
It's really, really easy.
This is all the code that you need if you're a c++ developer.
There is some build stuff if you're C++,
but this is all you could need to get going with analytics.
And this gives you all the built-in event tracking.
In Unity, you just import a plug-in,
you write a couple of lines of code--
this is the key one here--
and you're off and running.
That's it.
We also have Firebase remote config.
It's an experiment framework which
enables you to adjust game parameters in order
to maximize user engagement.
So you can deploy your game, and you
can adjust parameters without redeploying a new build.
For example, if you suspect players are leaving your game
due to your ad display strategy, you
can run an experiment where you reduce the frequency of ad
display or move your ad display points to see whether it
affects user retention.
Or perhaps people just prefer blue cats in their games.
You can also use remote config to change any parameters
in your game, like UI, ad placement,
difficulty, or whatever you can imagine.
We provide a web interface for remote configuration
so non-programming members of your team
can configure and run an experiments.
So, game designers, operations teams, things like that.
In addition, Firebase provides push notification support.
So we have Cloud messaging notifications that
enable you to reengage players.
So this is trying to bring them back into your game.
For example, if you've just added new content to your game,
you could send a push notification
to users who have completed--
I don't know-- a good chunk of the game
to tell them to come back and try out the new content.
We also provide a web UI for push notifications,
again allowing non-engineering team members
to send notifications to players of the game.
After notifications have been sent,
we also have a dashboard that enables
you to measure their impact.
So we have a funnel report, and all of the analytics
get bubbled up into Firebase analytics
as well, which can pull out into BigQuery.
To grow your audience or reengage players,
we provide dynamic links and app invites.
For example, a player could share a game
where you feed sushi to animals, they click the Invite button,
they select who to share with, they will receive an email link
to the game, and then when they click on the link,
it will install the game and potentially
provide them with a reward.
You can decide what to do with the link yourself.
In addition, the player who shared
can also be rewarded something for sharing the game.
We have an authentication API that
allows you to authenticate with multiple identity providers.
Users can sign anonymously, and then later
upgrade to an identity provider.
Like out of the box, like one of these, or they
can use an anonymous account.
We also have a real-time database,
which allows you to store game state,
like available characters, maps, etc.
Set updates are synchronized in hundreds of milliseconds,
so you could build turn-based games, or just
store data for your game in there.
You could also do something like building collaborative editing
of maps in a marble rolling game, like one of our demos,
or you could build leaderboards with the database.
Finally, Firebase storage allows you
to store large chunks of data.
This distributed quickly for CDN.
It also allows you to set content protection rules,
so that you could do things like offer premium content.
If you want to find out more, we've
got a session on Firebase at 12:45
on Thursday, AdMob at 3 o'clock on Thursday,
and you can also download demos.
Also check out firebase.google.com
for more information.
Thank you.
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