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  • 00:00

    (upbeat music)
    (upbeat music)

  • 00:09

    Hi, everybody! My name’s Patrick Martin,
    Hi, everybody! My name’s Patrick Martin,

  • 00:12

    and I’m gonna give you a brief rundown of recent Firebase updates
    and I’m gonna give you a brief rundown of recent Firebase updates

  • 00:15

    designed to make your LiveOps lives easier.
    designed to make your LiveOps lives easier.

  • 00:18

    Now, I probably don’t need to tell y’all this,
    Now, I probably don’t need to tell y’all this,

  • 00:21

    but mobile gaming has come a long way since the early days.
    but mobile gaming has come a long way since the early days.

  • 00:25

    Initially, folks just tried to replicate the PC and console business model:
    Initially, folks just tried to replicate the PC and console business model:

  • 00:29

    build a game, sell it, and move on, making your next hit.
    build a game, sell it, and move on, making your next hit.

  • 00:33

    Repeat, as you build up a catalog.
    Repeat, as you build up a catalog.

  • 00:35

    Now, many folks tend to build games that are free to start
    Now, many folks tend to build games that are free to start

  • 00:39

    Driving revenue through post-install monetization.
    Driving revenue through post-install monetization.

  • 00:42

    This also means that it’s often worth it to maintain and grow a game,
    This also means that it’s often worth it to maintain and grow a game,

  • 00:47

    developing your current community
    developing your current community

  • 00:48

    rather than searching for a new one every year or two.
    rather than searching for a new one every year or two.

  • 00:52

    This is what I mean by LiveOps.
    This is what I mean by LiveOps.

  • 00:54

    The continued investment you put into operating a live game
    The continued investment you put into operating a live game

  • 00:58

    to keep it fun, stable, and profitable.
    to keep it fun, stable, and profitable.

  • 01:02

    So, Firebase has had LiveOps tools for years.
    So, Firebase has had LiveOps tools for years.

  • 01:06

    A great example is Crashlytics.
    A great example is Crashlytics.

  • 01:08

    It may not be the first thing that comes to mind when many folks think of LiveOps,
    It may not be the first thing that comes to mind when many folks think of LiveOps,

  • 01:13

    but it’s probably one of the most important tools for running a live game.
    but it’s probably one of the most important tools for running a live game.

  • 01:18

    By that I mean, stability drives up game revenue and retention.
    By that I mean, stability drives up game revenue and retention.

  • 01:23

    This should be intuitive, but if a game crashes on launch,
    This should be intuitive, but if a game crashes on launch,

  • 01:26

    you've probably lost that customer forever.
    you've probably lost that customer forever.

  • 01:29

    Once your game, or worse, your brand is associated with being buggy,
    Once your game, or worse, your brand is associated with being buggy,

  • 01:34

    it becomes part of the zeitgeist.
    it becomes part of the zeitgeist.

  • 01:36

    Gamers will start to say things like,
    Gamers will start to say things like,

  • 01:38

    “That game looks cool, but that publisher is always buggy,”
    “That game looks cool, but that publisher is always buggy,”

  • 01:42

    or "Yeah, I tried that game on release, but it kept crashing.
    or "Yeah, I tried that game on release, but it kept crashing.

  • 01:46

    I probably wouldn't recommend checking it out."
    I probably wouldn't recommend checking it out."

  • 01:49

    And don’t forget that if you used fixed interval incentives,
    And don’t forget that if you used fixed interval incentives,

  • 01:52

    such as daily rewards or quests for checking in,
    such as daily rewards or quests for checking in,

  • 01:56

    an unexpected crash is the worst way to break the cycle.
    an unexpected crash is the worst way to break the cycle.

  • 02:00

    This is a long way of saying that from the very first moment
    This is a long way of saying that from the very first moment

  • 02:04

    your player experiences a crash in your game,
    your player experiences a crash in your game,

  • 02:06

    you want it to be reported, you want to triage it,
    you want it to be reported, you want to triage it,

  • 02:09

    and when you have a fix, you want to know that it worked.
    and when you have a fix, you want to know that it worked.

  • 02:13

    You also want to be absolutely sure
    You also want to be absolutely sure

  • 02:16

    that by the end of your beta or soft launch period
    that by the end of your beta or soft launch period

  • 02:19

    you have everything running as smoothly as possible
    you have everything running as smoothly as possible

  • 02:22

    to avoid any day one bad reviews.
    to avoid any day one bad reviews.

  • 02:26

    Crashlytics is a free integration with any Firebase product
    Crashlytics is a free integration with any Firebase product

  • 02:31

    and can track crashes from the field amongst your actual live player base.
    and can track crashes from the field amongst your actual live player base.

  • 02:37

    It can aggregate crash reports, provide associated device metrics,
    It can aggregate crash reports, provide associated device metrics,

  • 02:41

    and give you some baseline tools for figuring out
    and give you some baseline tools for figuring out

  • 02:44

    what was happening at the time of the crash.
    what was happening at the time of the crash.

  • 02:46

    And it's gotten much better in recent months.
    And it's gotten much better in recent months.

  • 02:50

    For example, we have worked hard to make Crashlytics
    For example, we have worked hard to make Crashlytics

  • 02:53

    one of the fastest and most reliable crash aggregation systems
    one of the fastest and most reliable crash aggregation systems

  • 02:57

    for mobile game developers.
    for mobile game developers.

  • 03:00

    What does this mean?
    What does this mean?

  • 03:01

    Let me give you a high-level overview of the changes,
    Let me give you a high-level overview of the changes,

  • 03:05

    but check out the complexity of NDK crash reporting
    but check out the complexity of NDK crash reporting

  • 03:08

    for a full breakdown of how we achieve this.
    for a full breakdown of how we achieve this.

  • 03:12

    I want to start with some features for C++ developers.
    I want to start with some features for C++ developers.

  • 03:16

    The number one thing a C++ developer will want to know
    The number one thing a C++ developer will want to know

  • 03:19

    is whether this stack trace is from a release build.
    is whether this stack trace is from a release build.

  • 03:23

    And there's a good reason for this.
    And there's a good reason for this.

  • 03:25

    Compiler optimizations make every stack trace questionable.
    Compiler optimizations make every stack trace questionable.

  • 03:29

    I’ve personally hit step next on a debugger
    I’ve personally hit step next on a debugger

  • 03:32

    and watch the debug indicator go back up a line rather than down to the next.
    and watch the debug indicator go back up a line rather than down to the next.

  • 03:36

    I even had a C++ compiler put a divide by zero before the if statement
    I even had a C++ compiler put a divide by zero before the if statement

  • 03:41

    that checked if a value was zero.
    that checked if a value was zero.

  • 03:43

    Nothing really makes sense here.
    Nothing really makes sense here.

  • 03:46

    So Crashlytics has gotten really clever.
    So Crashlytics has gotten really clever.

  • 03:49

    It came up with a list of fun error cases
    It came up with a list of fun error cases

  • 03:51

    such as templated code, constexpr functions, and inlined constructors.
    such as templated code, constexpr functions, and inlined constructors.

  • 03:56

    And in all of these cases,
    And in all of these cases,

  • 03:58

    Crashlytics is able to figure out which line is breaking and symbolicate it.
    Crashlytics is able to figure out which line is breaking and symbolicate it.

  • 04:03

    Take this function that’s breaking in a bunch of functional code.
    Take this function that’s breaking in a bunch of functional code.

  • 04:07

    It's parsing all these wacky templates, giving me accurate line numbers,
    It's parsing all these wacky templates, giving me accurate line numbers,

  • 04:11

    and dropping me right into this fast divide function that broke.
    and dropping me right into this fast divide function that broke.

  • 04:16

    Just for this reason alone,
    Just for this reason alone,

  • 04:18

    I would add Crashlytics to my C++ project as a backup debugger
    I would add Crashlytics to my C++ project as a backup debugger

  • 04:23

    and as a way to capture bug reports from my QA team
    and as a way to capture bug reports from my QA team

  • 04:26

    running without being attached to LLDB.
    running without being attached to LLDB.

  • 04:30

    The rules around where to place symbols have also been relaxed.
    The rules around where to place symbols have also been relaxed.

  • 04:34

    So if you have a custom build system
    So if you have a custom build system

  • 04:36

    or are integrating third-party pre-compiled libraries,
    or are integrating third-party pre-compiled libraries,

  • 04:39

    you don't have to be super specific with your symbol file locations anymore.
    you don't have to be super specific with your symbol file locations anymore.

  • 04:44

    Now I can go on about C++ for days,
    Now I can go on about C++ for days,

  • 04:46

    but I know a lot of you are using the Unity game engine,
    but I know a lot of you are using the Unity game engine,

  • 04:50

    so we have some Unity-specific improvements as well.
    so we have some Unity-specific improvements as well.

  • 04:54

    First, I’d like to highlight that crashes aren’t always simple coding issues.
    First, I’d like to highlight that crashes aren’t always simple coding issues.

  • 04:59

    Games go through a lot of QA, testing, and often soft launches.
    Games go through a lot of QA, testing, and often soft launches.

  • 05:04

    The straightforward crashes have hopefully already been eliminated,
    The straightforward crashes have hopefully already been eliminated,

  • 05:09

    but games tend to run up against the limits of users’ hardware.
    but games tend to run up against the limits of users’ hardware.

  • 05:12

    Whether you’re accidentally relying on an OpenGL extension
    Whether you’re accidentally relying on an OpenGL extension

  • 05:16

    that’s not actually in the base spec,
    that’s not actually in the base spec,

  • 05:18

    or are you using an unsupported compressed texture format,
    or are you using an unsupported compressed texture format,

  • 05:22

    or simply are using too much RAM for typical devices in a region.
    or simply are using too much RAM for typical devices in a region.

  • 05:26

    I’ve seen some of these in simple games
    I’ve seen some of these in simple games

  • 05:29

    where I was never worried about dropping below my minimum frame rate.
    where I was never worried about dropping below my minimum frame rate.

  • 05:32

    These are the crashes that have you saying,
    These are the crashes that have you saying,

  • 05:35

    “Why is that broken?” or “That shouldn’t happen.”
    “Why is that broken?” or “That shouldn’t happen.”

  • 05:40

    So, you might run to your local phone dealership
    So, you might run to your local phone dealership

  • 05:42

    and pick up the phone, or phones, you see in a crash report.
    and pick up the phone, or phones, you see in a crash report.

  • 05:45

    In some cases, maybe even your favorite secondhand electronics website.
    In some cases, maybe even your favorite secondhand electronics website.

  • 05:50

    But these bugs aren't done with you yet.
    But these bugs aren't done with you yet.

  • 05:52

    Some manufacturers even keep model names common in each market they sell in
    Some manufacturers even keep model names common in each market they sell in

  • 05:57

    but will swap out the CPU or GPU based on regional needs.
    but will swap out the CPU or GPU based on regional needs.

  • 06:02

    It can really mess with you if you see where a crash is happening in the wild
    It can really mess with you if you see where a crash is happening in the wild

  • 06:06

    with a specific phone but no amount of QA effort ever gets it to happen in-house
    with a specific phone but no amount of QA effort ever gets it to happen in-house

  • 06:11

    on what you think is identical hardware.
    on what you think is identical hardware.

  • 06:15

    So, Crashlytics has really drilled into game-specific use cases
    So, Crashlytics has really drilled into game-specific use cases

  • 06:20

    and evaluated developers’ needs.
    and evaluated developers’ needs.

  • 06:22

    With the latest SDK for Unity,
    With the latest SDK for Unity,

  • 06:24

    detailed hardware metrics are sent up with every crash report.
    detailed hardware metrics are sent up with every crash report.

  • 06:28

    This includes the CPU and GPU your players have, driver versions, VRAM,
    This includes the CPU and GPU your players have, driver versions, VRAM,

  • 06:34

    and anything else that could help narrow in on the issue.
    and anything else that could help narrow in on the issue.

  • 06:37

    This results in less time spent on reproducing the issue
    This results in less time spent on reproducing the issue

  • 06:41

    and more time fixing and verifying it.
    and more time fixing and verifying it.

  • 06:43

    That isn’t the only Unity-specific fix.
    That isn’t the only Unity-specific fix.

  • 06:46

    We found that often a crash occurs in common engine code
    We found that often a crash occurs in common engine code

  • 06:49

    even if it originates in user logic.
    even if it originates in user logic.

  • 06:52

    This means that you might have several different issues
    This means that you might have several different issues

  • 06:55

    in individual MonoBehaviours
    in individual MonoBehaviours

  • 06:57

    but Crashlytics would group all of these into one bug report
    but Crashlytics would group all of these into one bug report

  • 07:01

    since they all ended in the same bit of engine logic,
    since they all ended in the same bit of engine logic,

  • 07:04

    leading to a frustrating game of bug Whack-a-Mole with your live players.
    leading to a frustrating game of bug Whack-a-Mole with your live players.

  • 07:08

    In the worst case, a customer had literally all of their bugs listed on one report.
    In the worst case, a customer had literally all of their bugs listed on one report.

  • 07:13

    And I know that this screenshot might be a little confusing,
    And I know that this screenshot might be a little confusing,

  • 07:17

    but notice that the crash is in Unity’s native store provider.
    but notice that the crash is in Unity’s native store provider.

  • 07:21

    This probably isn't your actual bug since it's in the Unity engine.
    This probably isn't your actual bug since it's in the Unity engine.

  • 07:26

    So the Crashlytics team has been studying Unity stack traces
    So the Crashlytics team has been studying Unity stack traces

  • 07:31

    and generated custom heuristics for Unity based workflows.
    and generated custom heuristics for Unity based workflows.

  • 07:35

    This includes knowledge of Unity engine stackframes
    This includes knowledge of Unity engine stackframes

  • 07:39

    so they can be excluded either above or below your game logic.
    so they can be excluded either above or below your game logic.

  • 07:43

    This means that you'll see more crashes than before
    This means that you'll see more crashes than before

  • 07:46

    but each issue in Crashlytics is actually a different issue
    but each issue in Crashlytics is actually a different issue

  • 07:49

    that you can triage and resolve.
    that you can triage and resolve.

  • 07:52

    In this case, it was smart enough to figure out that the user code
    In this case, it was smart enough to figure out that the user code

  • 07:55

    was the BingoBlast StoreManager and flagged that appropriately.
    was the BingoBlast StoreManager and flagged that appropriately.

  • 07:59

    And with all of this, you’re still getting real bugs
    And with all of this, you’re still getting real bugs

  • 08:02

    from your players in the field as they happen.
    from your players in the field as they happen.

  • 08:05

    Combined with existing features like velocity alerts,
    Combined with existing features like velocity alerts,

  • 08:08

    you’ll know about and hopefully fix issues
    you’ll know about and hopefully fix issues

  • 08:11

    before those dreaded one-star reviews really start rolling in.
    before those dreaded one-star reviews really start rolling in.

  • 08:15

    So I know that crash reporting
    So I know that crash reporting

  • 08:17

    isn’t always what folks think of when they think LiveOps.
    isn’t always what folks think of when they think LiveOps.

  • 08:21

    What you really want to do is monitor your player behavior
    What you really want to do is monitor your player behavior

  • 08:25

    and react as rapidly as possible to your players’ needs.
    and react as rapidly as possible to your players’ needs.

  • 08:29

    Once you have a stable game,
    Once you have a stable game,

  • 08:31

    you want to iterate on your game’s unique feature set.
    you want to iterate on your game’s unique feature set.

  • 08:35

    In my first mobile games, I would just compile a binary
    In my first mobile games, I would just compile a binary

  • 08:38

    and throw it over the fence to the various app stores.
    and throw it over the fence to the various app stores.

  • 08:41

    If I wanted to try out a new feature, I'd literally cook a new build, launch it,
    If I wanted to try out a new feature, I'd literally cook a new build, launch it,

  • 08:46

    and just watch if my app store rating went up or down.
    and just watch if my app store rating went up or down.

  • 08:49

    With app review times, this really took a while.
    With app review times, this really took a while.

  • 08:53

    And when you messed it up, it was really hard to roll back changes quickly.
    And when you messed it up, it was really hard to roll back changes quickly.

  • 08:58

    It was sometimes better to just abandon the game
    It was sometimes better to just abandon the game

  • 09:00

    than deal with all this iteration.
    than deal with all this iteration.

  • 09:03

    Now you might be saying,
    Now you might be saying,

  • 09:04

    “but I already used Firebase Remote Config to test out new changes."
    “but I already used Firebase Remote Config to test out new changes."

  • 09:08

    Which is a great start.
    Which is a great start.

  • 09:10

    If you don’t know what this is,
    If you don’t know what this is,

  • 09:11

    you can categorize players using audiences in Google Analytics
    you can categorize players using audiences in Google Analytics

  • 09:15

    and deliver specific configurations to some or all of the members in a group.
    and deliver specific configurations to some or all of the members in a group.

  • 09:20

    These changes are efficiently synchronized over the air to live games
    These changes are efficiently synchronized over the air to live games

  • 09:24

    as small JSON configuration flags.
    as small JSON configuration flags.

  • 09:27

    Client SDKs already handle all of the hard work
    Client SDKs already handle all of the hard work

  • 09:29

    so you can just define what you want to configure.
    so you can just define what you want to configure.

  • 09:34

    You might also already use Firebase A/B testing.
    You might also already use Firebase A/B testing.

  • 09:37

    This lets you measure competing configurations among similar groups of users.
    This lets you measure competing configurations among similar groups of users.

  • 09:41

    It’s a way to see what your player community is tolerant of with respect to monetization
    It’s a way to see what your player community is tolerant of with respect to monetization

  • 09:46

    or to experiment with new features
    or to experiment with new features

  • 09:48

    or configurations within a subset of your players.
    or configurations within a subset of your players.

  • 09:52

    This stack is great.
    This stack is great.

  • 09:54

    If you have a user experience or a game design team
    If you have a user experience or a game design team

  • 09:57

    looking for some optimal layout
    looking for some optimal layout

  • 09:59

    or trying to gauge the direction to go for your next update,
    or trying to gauge the direction to go for your next update,

  • 10:02

    you’ll want to run an experiment and test the results,
    you’ll want to run an experiment and test the results,

  • 10:05

    eventually promoting the best performing configuration to production.
    eventually promoting the best performing configuration to production.

  • 10:09

    And all of this can occur between app store releases
    And all of this can occur between app store releases

  • 10:13

    so you can iterate on your time.
    so you can iterate on your time.

  • 10:15

    But some decisions are personal.
    But some decisions are personal.

  • 10:18

    Maybe you want to feature different in-app purchases per player type,
    Maybe you want to feature different in-app purchases per player type,

  • 10:22

    dynamically tune difficulty,
    dynamically tune difficulty,

  • 10:24

    or just think different folks would like different color schemes.
    or just think different folks would like different color schemes.

  • 10:28

    These are all decisions that come down to a coin flip even after user testing.
    These are all decisions that come down to a coin flip even after user testing.

  • 10:34

    So we have Firebase Personalization.
    So we have Firebase Personalization.

  • 10:37

    This builds off of remote config and A/B testing
    This builds off of remote config and A/B testing

  • 10:40

    but leverages Google's AI expertise.
    but leverages Google's AI expertise.

  • 10:42

    Where A/B testing alone might find the best experience for a group,
    Where A/B testing alone might find the best experience for a group,

  • 10:46

    Personalization can build a customized experience for every player in your game.
    Personalization can build a customized experience for every player in your game.

  • 10:53

    To start, you define a remote config parameter to control
    To start, you define a remote config parameter to control

  • 10:56

    and then event or events to optimize for.
    and then event or events to optimize for.

  • 10:59

    Events and parameters can be anything you think is important.
    Events and parameters can be anything you think is important.

  • 11:03

    Maybe you want to change the layout of your store,
    Maybe you want to change the layout of your store,

  • 11:05

    or the frequency at which you show ads to drive up revenue.
    or the frequency at which you show ads to drive up revenue.

  • 11:09

    You could tune games difficulty, measuring session length or retention,
    You could tune games difficulty, measuring session length or retention,

  • 11:13

    or even when to show a rating dialogue
    or even when to show a rating dialogue

  • 11:16

    as measured by how often a player actually opts to provide a rating,
    as measured by how often a player actually opts to provide a rating,

  • 11:19

    as shown here.
    as shown here.

  • 11:21

    In this case, I have an experiment that tries to decide
    In this case, I have an experiment that tries to decide

  • 11:25

    how many games I should wait for a player to complete
    how many games I should wait for a player to complete

  • 11:28

    before showing the “Please rate our game” screen
    before showing the “Please rate our game” screen

  • 11:31

    in order to get the player to actually leave a rating.
    in order to get the player to actually leave a rating.

  • 11:34

    In this case one, four or eight games.
    In this case one, four or eight games.

  • 11:37

    Once you start training a personalization,
    Once you start training a personalization,

  • 11:39

    depending on the player base and how well tuned your configurations are
    depending on the player base and how well tuned your configurations are

  • 11:43

    will take varying amounts of time to properly kick in.
    will take varying amounts of time to properly kick in.

  • 11:46

    But you can often expect good results after 14 days.
    But you can often expect good results after 14 days.

  • 11:50

    And remember that the AI model will constantly group and regroup your players,
    And remember that the AI model will constantly group and regroup your players,

  • 11:54

    run experiments among small subsets of them, and tune the model automatically.
    run experiments among small subsets of them, and tune the model automatically.

  • 11:59

    This means that your game never stops optimizing
    This means that your game never stops optimizing

  • 12:02

    as your players’ preferences evolve.
    as your players’ preferences evolve.

  • 12:06

    In a way, this becomes the most live version of LiveOps you could imagine.
    In a way, this becomes the most live version of LiveOps you could imagine.

  • 12:11

    An AI monitoring your game 24/7,
    An AI monitoring your game 24/7,

  • 12:13

    and ensuring that your game is always being the best version of itself for your players
    and ensuring that your game is always being the best version of itself for your players

  • 12:18

    even if your players have different personal preferences.
    even if your players have different personal preferences.

  • 12:21

    Remember, this is a tool designed to augment your team’s ability to test new features
    Remember, this is a tool designed to augment your team’s ability to test new features

  • 12:26

    and react to a changing market, not to take away control.
    and react to a changing market, not to take away control.

  • 12:30

    So, at any point, you can check in on your personalization,
    So, at any point, you can check in on your personalization,

  • 12:33

    swap out configurations that don't work, add new configurations to test,
    swap out configurations that don't work, add new configurations to test,

  • 12:38

    or just make a config the default if it’s taken a clear lead.
    or just make a config the default if it’s taken a clear lead.

  • 12:42

    If you’d like to know more, check out
    If you’d like to know more, check out

  • 12:44

    “Personalizing your app in real-time - powered by Firebase and ML”
    “Personalizing your app in real-time - powered by Firebase and ML”

  • 12:48

    also in the Google for Game Developers Summit.
    also in the Google for Game Developers Summit.

  • 12:51

    This’ll give you everything you need to know about how and where to use personalization.
    This’ll give you everything you need to know about how and where to use personalization.

  • 12:56

    To wrap up, since last year we’ve made big improvements to Crashlytics.
    To wrap up, since last year we’ve made big improvements to Crashlytics.

  • 13:02

    We capture more crashes than ever before with more useful data
    We capture more crashes than ever before with more useful data

  • 13:06

    to help you get to the bottom of your issues wherever and whenever they occur.
    to help you get to the bottom of your issues wherever and whenever they occur.

  • 13:11

    Then we revamped our LiveOps offering,
    Then we revamped our LiveOps offering,

  • 13:15

    from which you can control and deploy game configurations
    from which you can control and deploy game configurations

  • 13:18

    to portions of your player base,
    to portions of your player base,

  • 13:20

    allowing you to react in real-time around the clock
    allowing you to react in real-time around the clock

  • 13:23

    so your game can be the best version of itself.
    so your game can be the best version of itself.

  • 13:27

    Remember that this was a brief overview of the new features.
    Remember that this was a brief overview of the new features.

  • 13:30

    If these sound interesting to you,
    If these sound interesting to you,

  • 13:32

    you should check out “The complexity of NDK Crash Reporting”
    you should check out “The complexity of NDK Crash Reporting”

  • 13:35

    and “Personalizing your app in real-time - powered by Firebase and ML”.
    and “Personalizing your app in real-time - powered by Firebase and ML”.

  • 13:40

    I hope y’all enjoy the rest of the Google for Game Developers Summit.
    I hope y’all enjoy the rest of the Google for Game Developers Summit.

  • 13:43

    This is a great time to really get to know what Google is doing for game developers.
    This is a great time to really get to know what Google is doing for game developers.

  • 13:48

    And you can always find me @pux0r3 on the Twitter.
    And you can always find me @pux0r3 on the Twitter.

  • 13:52

    So long, and have a wonderful time.
    So long, and have a wonderful time.

  • 13:54

    (upbeat music)
    (upbeat music)

All

What’s new for Firebase LiveOps

18,033 views

Intro:

(upbeat music). Hi, everybody! My name’s Patrick Martin,. and I’m gonna give you a brief rundown of recent Firebase updates
designed to make your LiveOps lives easier.. Now, I probably don’t need to tell y’all this,. but mobile gaming has come a long way since the early days.
Initially, folks just tried to replicate the PC and console business model:
build a game, sell it, and move on, making your next hit.
Repeat, as you build up a catalog.. Now, many folks tend to build games that are free to start
Driving revenue through post-install monetization.. This also means that it’s often worth it to maintain and grow a game,
developing your current community. rather than searching for a new one every year or two.
This is what I mean by LiveOps.. The continued investment you put into operating a live game
to keep it fun, stable, and profitable.. So, Firebase has had LiveOps tools for years.. A great example is Crashlytics.. It may not be the first thing that comes to mind when many folks think of LiveOps,

Video Vocabulary

/kənˈtinyo͞od/

adjective verb

without break in continuity. To start doing again after a break, pause, or stop.

/kraSH/

noun other verb

violent collision. Loud sounds made by the impact of an object. To stay at another person's house.

adjective noun verb

of nature of copy. close or exact copy. To repeat something (e.g. experiment, process).

/əˈsōsēˌādid/

adjective verb

connected with something else. To form a connection in your mind between things.

/dəˈveləpiNG/

adjective verb

growing and becoming more mature or elaborate. To explain something in steps and in detail.

/mānˈtān/

verb

To keep saying something a certain way.

adjective noun

in poor or neglected state after having been prosperous. analysis or summary of something by knowledgeable person.

/ˈsərCHiNG/

adjective verb

thoroughly scrutinizing. To look carefully for someone or something.

/iɡˈzampəl/

noun verb

Thing, person which represents a category. be illustrated or exemplified.

/ˈkərənt/

adjective noun

belonging to present. moving water or air.

/ˈbiznəs/

noun

person's regular occupation etc..

/ˈkəstəmər/

noun

person who buys goods or services from shop or business.

/THro͞o/

adjective adverb preposition

continuing or valid to final destination. From the beginning of something until the end. Allowing you to pass between, or to.

/dəˈzīnd/

adjective verb

planned or conceived in detail for specific purpose. To think of a plan.

/imˈpôrtnt/

adjective

Having power or authority.