[MUSIC PLAYING]
SPEAKER: Stadia.
JULIEN CUNY: Hi, this is Julien.
Welcome to my session, What is Stadia Games and Entertainment?
I'm portfolio director.
And I will explain in a few minutes what is
Stadia Games and Entertainment.
But, in the meantime, let me give you a little bit
of background on why I'm--
where I come from.
So I come from the PC modding community.
I've been an indie developer.
I also worked for quite some time at Ubisoft,
including here in Montreal and also in Ubisoft Toronto.
I've been working on some of the IP-- some IPs
like Far Cry, Assassin's Creed, and more recently Watch Dogs
Legion.
I've been at Google for about two years
now and based in Mountain View, California.
So Stadia Games and Entertainment.
So you may have heard about Stadia Games and Entertainment
and you may ask yourself what's the difference with Stadia?
So we all part of the same big team,
but we are doing very different things.
You can think about Stadia as a platform and Stadia Games
and Entertainment as the content arm of this platform.
So to keep it simple, we are both a developer
and a publisher.
Developer because we are first party studios
and we're making our own games, nothing to announce yet.
But we are also a publisher, which
is also known in the industry as second party.
And we have already released two games
that you may have heard about, Gylt, done by our friends
at Tequila Works, and more recently Orcs Must Die!
3 by Robot Entertainment.
There are more games that we have announced.
We are about to release very soon Outcesters
made by our friends at Splash Damage.
And we also have announced partnership
with studios such as Docker Games, Supermassive.
You may know them for Until Dawn on Playstation released
a few years back and also Harmonix,
who is very famous, obviously, for a lot of music games
and very famous games.
We have many more games in development and many more
partners, but we have nothing we can announce today.
But you should expect us to grow as a publisher
and have a lot of games and a lot of genre
with big budget game as well coming up.
So Stadia Games and Entertainment,
we are still a very young organization,
but we are growing pretty fast.
What you see on the map is not the Stadia organization
but really the Stadia Games and Entertainment organization.
So we have people now on the publishing side in Montreal
here, in Los Angeles as well.
Montreal and Los Angeles are also
the places where we have our first party studio.
But we also have part of-- people part of our publishing
organization in San Francisco, Mountain View, Munich, London,
and, last but not least, Tokyo.
So we are expanding.
Our goal is to become a first class global publisher
and be wherever developers are, so expect us
to grow in the future.
So we are publisher and this is obviously
one way to get your game on the Stadia platform.
And we're going to talk a little bit more about that.
But I want to point out that this is not the only way
to get your game on Stadia.
If you already have a publisher, you
can go the third party route so--
route.
So if you already have a publisher,
you can just talk to them.
They are most likely already in contact
with the Stadia platform and we can help you
bring the game on our platform.
We also have a program called Stadia Makers.
This is the next presentation after me,
so I encourage you to look at this presentation as well.
And last but not least, we have also second party, so
Stadia Games and Entertainment, which I represent.
To put things in context, I said I
was portfolio director for Stadia Games and Entertainment.
So my role is to work on first party and second party
and help choose which game we should bring on the platform.
And being second party, we obviously
care also as well about bringing exclusive games.
So, as a publisher, what you can expect from us
is help on funding, obviously.
Research, we have great UXR and marketing
team who can help make research on your game
and help you better understand how
to reach your players where they are and understand
how to improve your games.
Production-- it's expected, but I also
want to point out here that everybody in our publishing
organization has worked on games and have experience shipping
games of all size from mobile games, and free to play,
and massively-- we've licensed massively multiplayer games.
We've licensed big triple-A. We have
a treasure trove of knowledge [INAUDIBLE]
that we can put at your disposal and help
ship the best possible game.
And obviously as well QA, localization, marketing,
and more.
"More" here is really open-ended.
The way you should interpret that is Google love innovation.
We have so many great technology being developed within Google,
not necessarily always for games, by the way,
but sometimes some of these technologies
can be used to improve games.
And we also have SG&E-- we also have our own R&D group working
on some really cool tech.
So I'm not going to expand on this today,
but depending on what your game is about,
there are cases is where we can help you really push
the boundaries of what's possible.
And that's an exciting part of working with Google.
So what do we care about?
Great work relationship.
This is key.
Making games is hard.
Making a good game is very, very hard.
If you add COVID on top of that, I mean, we know,
we understand the pain.
And, as a publisher, we want to really help
you go through this.
So having great work relationship is absolutely key.
We trust our vision.
We want to help you deliver it.
And we want to help you succeed.
And, again, as a very--
still young organization, one thing we aspire to do
is to grow together with you, and ship your first game,
have success, and keep going on, and build the relationship
over time time.
So that's really who we want to be as a publisher
and how we want to be known in the future.
So what type of games we're looking for?
So Stadia Games and Entertainment--
I want to put the word "Entertainment" in bold here
just to make sure that everybody understands that, yes,
obviously we all gamers and we are here
to publish games but not only.
The entertainment here is--
represent our appetite for interactive entertainment
in general.
Having YouTube and trying to reach
as many people as possible, we are
interested if your game is atypical.
So we're looking for all type of interactive experience
and you will see in the future actually us
raising some games that are already
in development in this area.
So we are interested in all type of genre and budget.
It's really not something that is a big [INAUDIBLE]..
From $1 million to very big budget,
we're interested in all type of games.
So the big, key takeaway for today
is if you're excited about working with us,
it doesn't matter what is type of genre and budget,
we're interested to look at what you have.
That's really who we are as a publisher.
We're interested in all type of genre and budget.
That being said, there's a few things that can--
that we are focusing on right now and that's very timely.
Right now we are specifically looking for RPGs and games
that ship in 2023 and beyond.
That might not be true in a few months,
so don't take this to heart.
But if you do have an RPG, we are
especially interested in looking at your pitch right now.
Something as well to keep in mind, we are part of Google
and we have a very vast and a rich ecosystems
that we can leverage.
And so obviously I'm going to start with YouTube.
We love YouTube.
We have a great relationship with YouTube creators,
and we feel gaming is highly watchable or highly playable
if your game is--
games that help leverage player interaction.
That's something we are especially interested in.
And we have a lot of things that we
are working on in the future that
could help improve all of things [? and the ?] relationship
between the audience and the gamers.
Screen agnostic and control agnostic,
this is some things that we strongly believe in too.
We believe that one of the big advantage of a cloud
is being able to play anyway on any device you already own,
which means making your game as accessible as possible.
So, as an example, if your game is
a game that can be played on every type of control,
including touch, that's something we--
that's going to-- we going to pay attention
to because obviously we believe that's one
of the big advantage of cloud again.
SEF.
SEF stand for [INAUDIBLE] Future.
We have APIs that are being developed.
You may have heard about Crowd Play or Crowd Choice.
There's a few more that we're working on.
These-- if you want more information,
you can look up online.
We already have games that have--
[? with ?] API, which help building
player interaction [INAUDIBLE].
And if you have games that are, again, high--
that resonant very well with YouTube
that where SEF can help.
Cloud native.
Cloud native is a little bit harder to describe,
but what you should keep in mind is really embracing the cloud.
It means that taking advantage of everything
we have in our data centers.
So your game does not run, technically, on a box.
So if you have games such where you
can go massively multiplayer or where
you think you have a good game design that
would take advantage of distributed physics, things
that you would not be able to do in a traditional box,
that is of particular interest for us.
We are very interested in pushing innovation,
as I said a few times already.
So there's a few thing here that would
help if you have designs that [INAUDIBLE]
these type of things.
So hopefully I convince you to talk to us
and tell us more about your game.
So how do you reach us?
We have a wonderful business development team.
But specifically for second party,
I want to highlight Careen here.
You have her email address now.
She's waiting for you email.
And we want to see, again, what you are [INAUDIBLE]..
We strongly believe, especially in the Montreal ecosystem,
which is fantastic--
but wherever you are, whatever your genre,
whatever the budget, we're interested.
We want to have a look at it.
I hope I have convinced you that we are great a partner
and we want to work with you.
Thank you for attending this talk.
And keep in mind there's more Stadia talk coming up,
so pay attention to this as well.
Thank you.
[MUSIC PLAYING]
SPEAKER: Stadia.