The first Unity game on Google Stadia.
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Senior Programmer
June 2019 – April 2020
- Implemented all Stadia platform features such as Achievements, Cloud Save and Online Multiplayer.
- Worked directly with engineers at Google to ensure build stability and performance, and to pass strict Technical Requirements.
- Provided a talk at Unity’s Unite Now conference, detailing the process of shipping a Stadia game with Unity.
“It’s difficult but exciting, to build on a platform when you’re the first one there”
Streaming Technology
Stadia wasn’t like any other platform. Instead of a console or gaming rig, all games run on beefy cloud machines, and are streamed straight to the player.
Though Unity support for the platform was still in Beta, I was excited to try it out.
Streaming the game like this has a ton of benefits. There’s no need to download or install the game, and it runs at 60fps on max settings, no matter if you’re playing on a PC, laptop or phone. My main task was to make sure the game was perfectly integrated:
Achievements, Gamerstats, Cloud Save, Controller support, Multiplayer lobbies and Friend Invites, they’re all supported on Stadia.
After a very successful launch, Unity themselves asked me to do a talk on the subject, to share my experiences and to show how it can be done.
Check the video on the right if you’d like to know more!
Working with Google
With the platform being so new, it was sometimes tough to know whether I implemented something wrong, or whether a feature was still a work in progress on Google’s side. To make sure everything went smoothly, I was very lucky to have a direct line to Google, and I got great help whenever something wasn’t right.
But it wasn’t just “getting things to work”, that proved to be tough – the platform has very strict Technical Requirements. With over 150 STRs, getting our builds to pass certification was no easy task. The submission process for Stadia was full of tight deadlines and build submissions, but in the end we hit our release schedule perfectly as planned.
I can’t help but have a lot of respect for the producers and executives who have to plan these kinds of things out!