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.
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
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
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)
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
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
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…
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
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…
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