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PLAN MOBILE GAME PRODUCTION WITH ADVANCED DEVICE RESEARCH GUY ULMER Platform Technology Specialist PLARIUM

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WHO WE ARE — PLARIUM GLOBAL We’re one of the world’s fastest growing developers of mobile, social and web-based games with over 250M registrations and 3M DAU. • Founded in 2009 • HQ in Israel • 8 Offices & Studios We’re home to some of the best talent in the social and mobile Gaming industry. Over 1200 professionals in eight offices and development studios across Europe and United States.

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WHAT I DO — • Interface between internal studios & platform holders • Drive innovation through adaptation of new technology • Internal Evangelist of new tech • Doing Research. Let the R&D guys deal with the D • Background in the EDA industry (Cadence Design Systems) PLATFORM TECHNOLOGY SPECIALIST

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AN OCEAN OF ANDROID DEVICES • Around 15,000 devices (Google Play) • Which devices should we target? • Which ones do we test on? • My first research project at Plarium • Need the right tools

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LIFE IS (SOMETIMES) EASIER ON iOS • Smaller device fragmentation • Newer devices > Older devices • FAST adaption of new OS • Quite powerful • Can always complain about aspect ratios

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HOW DO WE MEASURE ALL OF THAT? • Internal data If you actually collect that data Skewed towards your current player base • Publicly available data OpenSignal reports (RIP) Unity Analytics hardware stats (RIP) Android Distribution Dashboards • Top 10 devices = 15% of the market DEVICE FRAGMENTATION

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WHAT IS COMMON TO ALL OF THESE? Samsung Galaxy S7 Edge LG G5 LG V20 HTC 10 Motorola Moto Z Samsung Galaxy S7 Edge (USA) LG Q8 BlackBerry DTEK60 ZTE Axon 7 Motorola Moto Z Force Samsung Galaxy S7 Active HP Elite x3 Samsung Galaxy S7 (USA) Samsung Galaxy Note 7 (USA) LG G4 Pro • 1440P resolution • 4 GB RAM • Qualcomm Snapdragon 820 chipset • Adreno 530 GPU • (Samsung is “special”) • Android 6 Marshmallow

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THE SOC APPROACH • Android devices are dominantly based on ARM architecture (~98%) • A handful of hardware manufacturers (Qualcomm, Samsung, MediaTek, Huawei, Nvidia, Imagination Technologies…) • Laws of combinatorics: Different screen size, RAM size, OS version. • Still easier than 15,000 devices (System-on-a-Chip)

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GPU MARKET FRAGMENTATION • 10 models = around 80% of the market • These are 2015 numbers. Changes over time • Picking up 10 distinct phones with these GPUs, means your QA can cover a large percent of the market • But which device should I target? • Lowest common denominator • Benchmark websites to the rescue

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OS MARKET FRAGMENTATION • Look no further: official numbers from Android’s own distribution dashboard • Sanity check: do these numbers represent your actual target market? • That’s nice, but my game will be released next year. How can I predict that? • “He who controls the past, commands the future” – Kane • Historical cached copies & basic spreadsheet manipulation skills

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GOOGLE PLAY CONSOLE: DEVICE CATALOG • Lets you see all(?) of the supported Android devices, with detailed hardware info • Lets you exclude your game from devices you don’t want to support • Found a serious OpenGL bug in Nexus 9? Better remove Nexus 9 until it’s fixed • Lets you filter devices based on specs like RAM, Screen density, SoC and more • Found a serious OpenGL bug in Nexus 9? It might also affect other Tegra K1 devices…

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EVEN BETTER WITH DEVICE CATALOG • Technical question: “Should I support devices with <1GB RAM?” • Marketing question: “What percent of my player base is using devices with <1GB RAM?” • Even better question: “How is my game rated amongst devices with <1GB RAM?” • What we really want to know: “What revenue % is coming from devices with <1GB RAM?” • Device catalog gives you the answer to all of these, & more. It’s awesome. USE IT. • Remember: market changes over time • Also Remember: this data is self-skewed

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SCREEN SIZE FRAGMENTATION • Still a problem • Found issues with some of the sources • Official numbers from Android dashboard, but without actual resolution statistics • Also no aspect ratio statistics • Just wait for display cutouts…

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TEST IN PRODUCTION WITH ANDROID VITALS • Android Vitals helps you track potential issues “in the wild” • It’s a great tool on its own • Recently helped us track rise of new issues in already released and “stable” games • But in the context of device targeting, it can be used in conjunction with the Device Catalog • “Close the loop” • Should I fix or should I exclude? • This isn’t a recommendation to test in production

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THANK YOU TAKE THE WORLD http://company.plarium.com/career/

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QUESTIONS?