What we covered
The Google for Games ecosystem is wide enough that most studios use one corner of it and rebuild the rest. The session maps the whole thing against the stages of a game's life, so you can see what you're already reinventing.
- Why Google Cloud for games, and where it earns its place over a self-managed setup.
- Dedicated game servers with Agones on GKE, and cloud-native saves with Open Saves.
- Google Analytics for Firebase, then the advanced work: funnels and audience segmentation.
- Firebase as a serverless backend — real-time player data in Cloud Firestore, server-side logic in Cloud Functions.
- Gemini for dynamic content generation, and for in-game AI and intelligent agents.
- Monetisation: AdMob and Google Play Billing for in-app purchases.
- The launchpad — Play Console, testing tracks, and staged rollouts.
Format
A technical talk that moves through the lifecycle in order, from infrastructure to launch, with resources for going deeper on each piece.
Who it's for
Game developers and studio engineers deciding what to build and what to adopt, especially small teams who cannot afford to maintain their own backend.