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docmovies to display on the application home page ajax requests are dependent on the authorization step, because they must contain an authorization token wait for the data needed to render the home page, and render it this model is not optimized because the entire framework must be loaded and initialized before the application can start the authorization and content loading processes a possible approach to speeding up the launch process is by rebuilding the application in the following way divide the framework setup into 2 phases in the first phase, load the modules responsible for application authorization in the second phase, initialize the rest of the framework once the first phase is loaded, perform authorization immediately it is only dependent on the xhr object created in stage 1 during web runtime setup multiple ajax requests are merged into 1 request to avoid unnecessary delays the ajax request is dependent on the authorization step for the authorization token when the framework is fully initialized, begin performing the basic home page setup without waiting for the ajax request response stage 3 is eliminated completely by migrating the application from samsung legacy platform to tizen padding time is needed to synchronize the application logic and ajax requests the application logic requires ajax request data to render the home page, but as the requests are asynchronous, implement mechanisms to coordinate the modules, such as events, callbacks, and promises resume the application logic after receiving the response from the server load other parts of application logic, such as required scripts and data, on demand in this way, they do not delay the launch process this flow is more optimized, as many tasks are performed in parallel initially, the application loads only the modules which are necessary for authorization and starts authorization immediately along with other operations, such as loading the rest of the framework, the ui, resources, and content any tasks not required for displaying the home page are postponed to start after the launch process consequently, application launch time is much shorter than before improving launch time the following table lists optimization strategies that can improve application launch time, and the application launch stages they affect optimization stage 1 2 3 4 5 migrating application to tizen + + enabling prelaunch + + + + minimizing home page code + + loading js files asynchronously + + sending ajax requests promptly + + parallelizing ajax requests concatenating ajax requests + + + delaying platform and tizen api calls + + caching api output + + + using jquery 2 x or higher + + + loading static resources locally + + minimizing and concatenating code + + removing obsolete code + + using sprites + + + using pure css + + + enforcing gpu acceleration + table 2 launch stages affected by optimizations migrating application to tizen stages affected 1 and 3 tizen is more efficient than samsung legacy platform migrating the application from samsung legacy platform to tizen can improve its performance significantly enabling prelaunch stages affected 1, 2, 4, and 5 tv web applications in tizen support prelaunching applications can load in the background when the samsung tv is switched on when the user launches the application, it loads more quickly because it has been prelaunched for more information, see prelaunching applications minimizing home page code stages affected 2 and 5 application launch time can be improved by loading and parsing less code at launch when the application launches, load only the html, js, and css code necessary to show the home page other code can be loaded on demand using a library, such as require js, to avoid building and parsing the dom before it is needed loading javascript files asynchronously stages affected 2 and 4 when loading external javascript files normally, the html parser stops while the javascript files are downloaded and executed to avoid the pause in html parsing during download, you can use the defer and async attributes <script src='js/main js' defer></script> <script src='js/scripts js' async></script> using the defer attribute downloads the javascript file in parallel while parsing html the javascript code executes only when all html parsing is complete scripts using the defer attribute are guaranteed to execute in the same order that they appear in the document using the async attribute downloads the javascript file in parallel while parsing html, but when the download completes, the html parser pauses to execute the script the defer and async attributes can be used only for scripts implemented with the script element and src attribute for more information, see the html <script> element handling ajax requests you can improve launch time by optimizing ajax request usage sending ajax requests promptly stages affected 2 and 4 most applications load their content from remote servers and utilize a framework that helps manage the requests however, loading and executing the framework code can take a lot of time to speed up application launch, send the ajax requests needed to display the home page as soon as possible you can send a simple xhr request at the beginning of the "index html" file, before loading the framework xhr requests are asynchronous and do not block any other threads cache the response in a global object, so the application framework can use the data immediately to display the home page without sending the request again parallelizing ajax requests send ajax requests in parallel if they are not dependent on responses from prior requests before each request is executed after receiving a response from the previous one sendrequest1 onsuccess sendrequest2 onsuccess sendrequest3 onsuccess sendrequest4 onsuccess sendrequest5 after the first request authorizes the application after receiving the response, the other requests are executed asynchronously sendrequest1 onsuccess sendrequest2 sendrequest3 sendrequest4 sendrequest5 concatenating ajax requests stages affected 2, 4, and 5 limit the number of ajax requests by merging several requests, if possible the fewer requests there are, the less time it takes to process all of them for example, consider an application that sends 3 requests to display the home page, such as for application authorization, a list of recommended movies, and a list of the latest movies verify whether it is possible to modify the requests and backend in such a way that the response for the authorization request contains the recommended and latest movies as well you can also use this strategy throughout the application to reduce the loading time of other scenes delaying platform and tizen api calls stages affected 2 and 4 many applications make early calls to tizen and platform apis for static information, such as the duid or model code because api initialization is "lazy" the api is initialized only when it is first needed , the first call to each api module takes time postpone api calls until the application is fully started and ready to use, if possible caching api output stages affected 2, 4, and 5 instead of querying the api each time, cache the static output from product and tizen apis in javascript variables consider the following scenarios the total duration of video content is constant during video playback you can retrieve it once and store it in a javascript variable instead of querying the api each time it is needed tv specification parameters, such as the duid or model code, never change you can retrieve the parameters using the api the first time the application is launched and save it in localstorage retrieving data from localstorage is quicker than querying the api using jquery 2 x or higher stages affected 2, 4, and 5 newer versions of jquery are smaller and faster you can also consider using a custom jquery build loading static resources locally stages affected 2 and 4 load static application resources directly from the local file system, by including all application source code, external libraries, and static ui elements, such as css and images, within the tizen package before <link rel='stylesheet' href='https //maxcdn bootstrapcdn com/bootstrap/3 3 5/css/bootstrap min css'> <link rel='stylesheet' href='https //example com/myapp/css/styles min css'> <script src='http //code jquery com/jquery-2 0 0 min js'></script> <script src='https //maxcdn bootstrapcdn com/bootstrap/3 3 5/js/bootstrap min js'></script> after <link rel='stylesheet' href='css/bootstrap min css'> <link rel='stylesheet' href='css/styles min css'> <script src='js/jquery-2 0 0 min js'></script> <script src='js/bootstrap min js'></script> this not only decreases loading time, but can also improve application security and eliminate some application errors caused by network issues minimizing and concatenating code stages affected 2 and 4 the application loads faster when it makes fewer requests to the file system if you do not want to use a lazy loading mechanism to load parts of the application on demand, concatenate and minimize your source code, especially javascript and css files before <!doctype html> <html lang='en'> <head> <meta name='viewport' content='width=1280, user-scalable=no'> <meta http-equiv='content-type' content='text/html; charset=utf-8'> <title>my application</title> <link rel='stylesheet' type='text/css' href='styles/main css'> <link rel='stylesheet' type='text/css' href='styles/list css'> <link rel='stylesheet' type='text/css' href='styles/player css'> <link rel='stylesheet' type='text/css' href='styles/login css'> <link rel='stylesheet' type='text/css' href='styles/account css'> <script src='js/main js'></script> <script src='js/list js'></script> <script src='js/player js'></script> <script src='js/login js'></script> <script src='js/account js'></script> </head> <body> <div id='menu'></div> <div id='maincontainer'> <div id='helpbar'></div> </body> </html> after<!doctype html> <html lang='en'> <head> <meta name='viewport' content='width=1280, user-scalable=no'> <meta http-equiv='content-type' content='text/html; charset=utf-8'> <title>my application</title> <link rel='stylesheet' type='text/css' href='styles/all_styles css'/> <script src='js/all_scripts js' defer></script> </head> <body> <div id='menu'></div> <div id='maincontainer'> <div id='helpbar'></div> </body> </html> in some situations, it can be better to concatenate your code into 2 files instead of 1 if the code must be executed as soon as possible, put it into a file that is loaded with the async attribute if the code requires the dom to be ready before execution, put it in another file that is loaded with the defer attribute make sure that the code loads in the correct order to satisfy its dependencies removing obsolete code stages affected 2 and 4 if the application loads any unused source code, whether it is javascript, css, or html, the browser takes time to parse it, build the dom, and search the html code for matching css rules keep your code clean and up to date to avoid unnecessary performance issues caused by obsolete or redundant code for example, when the window onload method is called, calling the unregisterkey method of the tvinputdevice api is unnecessary because no keys are registered other than the default "left", "up", "right", "down", "enter", and "back" keys using sprites stages affected 2, 4, and 5 if your application loads many small graphics, such as icons, button elements, and backgrounds, consider using css sprites css sprites help images load faster by making fewer requests to the file system, which improves overall application performance you can merge all of the icons or background images into 1 large image and use css to set the positions for each element consider the following mouse hover implementation before #mybutton { width 300px; height 100px; background url 'img/button-normal png' 0px 0px no-repeat; } #mybutton hover { background url 'img/button-hover png' 0px 0px no-repeat; } this code is not optimal, as the browser must make 2 requests to the file system instead of 1 additionally, the first time the user hovers on the button, its background will flicker, as some time is needed to request the new image and show it on the screen after #mybutton { width 300px; height 100px; background url 'img/button-sprite png' 0px 0px no-repeat; } #mybutton hover { background url 'img/button-sprite png' 0px -100px no-repeat; } this code is more optimal because it loads only 1 image which takes less time to load, even though its size is bigger mouse hover changes only the background image position, so there is no flickering when switching between the states using pure css stages affected 2, 4, and 5 tizen supports css3, which allows you to create many graphic effects without using image files pure css renders faster and takes less time to calculate its properties, which is especially valuable when animating css elements the following code creates a button using only pure css button { width 180px; height 62px; line-height 62px; font-size 24px; color #fff; text-align center; text-shadow 1px 0 1px rgba 0, 0, 0, 75 ; background -webkit-linear-gradient top, #1e5799 0%, #2989d8 50%, #207cca 51%, #7db9e8 100% ; border solid 2px #fff; border-radius 12px; box-shadow 0px 0px 15px 5px rgba 255, 255, 190, 75 ; } enforcing gpu acceleration stage affected 5 normally, the browser applies gpu acceleration when there is some indication that a dom element can benefit from it css3 allows you to force the browser to render elements with gpu acceleration one of the simplest methods is setting a style indicating 3d transform, even when no real 3d transformation is applied acceleratedelem { -webkit-transform translatez 0 ; } in general, 3d transformations in css force the browser to use the gpu the following declarations can reduce flickering during css transforms or animations acceleratedelem { -webkit-backface-visibility hidden; -webkit-perspective 1000; } for more information, see an introduction to css 3-d transforms and increase site performance with hardware-accelerated css optimizing javascript code follow a reliable and consistent coding standard and style for javascript, as it makes the code easier to write, easier to read, improves its maintainability, and makes it less error-prone the following section presents javascript best practices that are frequently used in the web community caching dom element references searching the dom tree is a resource-hungry operation if there are dom elements on which you perform operations frequently, store them in javascript variables to avoid repetitive dom traversal prefer var elem1 = document getelementbyid 'elem1' ; elem1 innerhtml = 'lorem ipsum dolor'; elem1 classlist remove 'class1' ; elem1 classlist add 'class2' ; var $elem2 = $ '#elem2' ; $elem2 html 'lorem ipsum dolor sit amet' ; $elem2 addclass 'class3' ; avoid document getelementbyid 'elem1' innerhtml = 'lorem ipsum dolor'; document getelementbyid 'elem1' classlist remove 'class1' ; document getelementbyid 'elem1' classlist add 'class2' ; $ '#elem2' html 'lorem ipsum dolor sit amet' ; $ '#elem2' addclass 'class3' ; it can be helpful to store references to frequently-used dom elements in a global object for example var domelementscache = { eldocument window document, elhtml window document documentelement, elbody window document body, elhead window document head, eltitle window document getelementbyid 'title' }; domelementscache eltitle innerhtml 'my title' ; avoiding slow jquery selectors jquery selectors work slower than native ones if application performance is critical, consider replacing jquery selectors, for example id selector //jquery var elem = $ '#myelem' ; //native js equivalent var elem = document queryselector '#myelem' ; class selector //jquery var elems = $ ' class1' ; //native js equivalent var elems = document queryselectorall ' class1' ; tagname selector //jquery var elems = $ 'span' ; //native js equivalent var elems = document queryselectorall 'span' ; $ find //jquery var elems = $el find ' target1, target2, target3' ; //native js equivalent var elems = el queryselectorall ' target1, target2, target3' ; using native methods native javascript methods are faster than wrappers from different libraries in some cases, it can be helpful to use them instead of library methods var myarray = [1, 2, 3]; //underscore _ each myarray, function val { console log val ; } ; //jquery $ each myarray, function val { console log val ; } ; //native js equivalent for var i = 0; i < myarray length; i++ { console log myarray[i] ; } removing console logging extensive logging decreases application performance, because each console log method call blocks the javascript thread in the browser other logging methods, such as the console warn , console info , console error methods, behave similarly to improve application performance, remove log methods in the final build you can use a logger utility to easily switch logging on and off open source libraries, such as woodman, are available, or you can write your own logger, such as the following example // global object for storing application configuration var applicationconfig = { debugmode true //enables logs in application }; // logger object factory var logger = function { var logger = {}; if applicationconfig debugmode === true { logger = { log function { var args = array prototype slice call arguments, 0 ; console log args ; }, info function { var args = array prototype slice call arguments, 0 ; console info args ; }, warn function { var args = array prototype slice call arguments, 0 ; console warn args ; }, error function { var args = array prototype slice call arguments, 0 ; console error args ; } }; } else { logger = { log function {}, info function {}, warn function {}, error function {} }; } return logger; }; // usage // for development and debugging var applicationconfig = { debugmode true }; var mylog = new logger ; // initializes logger mylog log 'test' ; // outputs 'test' to console //for production var applicationconfig = { debugmode false }; var mylog = new logger ; // initializes logger mylog log 'test' ; // does nothing importantnever override console log or any other native function overriding native objects is a bad practice in javascript, as it can lead to unexpected behavior and introduce defects that are very hard to debug optimization results the principles described in this guide were applied to several samsung tv applications, as listed in the following table optimization application a b c d e f migrating application to tizen + + + + + + enabling prelaunch + + + + + + minimizing home page code + + + + + + loading js files asynchronously + + + + + + sending ajax requests promptly + + + + parallelizing ajax requests + + + concatenating ajax requests + + delaying platform and tizen api calls + + + + + caching api output + + + + using jquery 2 x or higher + + + + loading static resources locally minimizing and concatenating code + + + + + + removing obsolete code + + + using sprites + + + + + + using pure css + enforcing gpu acceleration + caching dom element references + + + + + + avoiding slow jquery selectors + + + using native methods + + removing console logging + + + + + table 3 optimizations applied to samsung tv applications the following table lists the launch time optimization results application beforeoptimization afteroptimization reduction reduction % a 7 234 s 4 422 s 2 812 s 38 87% b 6 972 s 4 642 s 2 330 s 33 42% c 4 160 s 3 140 s 1 020 s 24 52% d 16 512 s 4 011 s 12 501 s 75 71% e 4 090 s 3 153 s 0 937 s 22 91% f 17 853 s 7 462 s 10 391 s 58 20% average reduction 4 999 s 42 27% table 4 results of application launch time optimization the average reduction in application launch time was almost 5 seconds, a 42% improvement this result suggests that it is worthwhile to optimize applications, wherever possible
Distribute Galaxy Store
docintellectual property infringement checklist this checklist helps sellers submit their applications and registration information for review processing in order to be published in the galaxy store note this checklist is not part of the samsung app distribution guide for galaxy store, which may change independently in this document • ‘seller’ refers to an individual person, company, or corporate entity that can register commercial and non-commercial applications in samsung seller portal • ‘application’ and ‘app’ refer to an application that can be published in the galaxy store • ‘content’ refers to a anything an application presents to app users by any means including, but not limited to, visual and audio means , b anything in an application that is not presented to app users content can include, but is not limited to, names, signatures, persona elements, images, likenesses, symbols, insignia, text, sounds, music, programs, and brand identifiers such as logos, fonts, styles, and colors • ‘ip rights’ refers to intellectual property protection based on, but not limited to, copyright, trademark, service mark, and publicity rights content and registration information including, but not limited to binary files, descriptions, images, and tags entered into the app registration in samsung seller portal must abide by • the requirements in this checklist document • the requirements in the app distribution guide and the terms and conditions for galaxy store • the berne convention for the protection of literary and artistic works, the universal copyright convention, and all other international agreements applicable to intellectual property, regardless of whether or not the seller’s country or the country where the seller’s application is downloaded to a user is a signatory to those agreements note this checklist document does not define or interpret the meaning of the agreements • ip rights assigned by the countries and regions where the seller resides and where an app is available sellers are fully responsible for submitting application content and registration information that do not infringe on any ip rights for help, see references before submitting a registered application, you must ensure that • your binary files do not contain content that can result in infringement • your registration does not contain information that can result in infringement not allowed under any circumstances applications with the following content cannot be accepted • content and advertisement specified in the app distribution guide • content that can mislead users in the purpose, features, or value of the application • content that can mislead users that the app or its registering person or entity has a relationship with or endorsement by samsung when there is no relationship or endorsement • the term ‘bitcoin’ when it is not essential to describe the application not allowed without licensing agreements applications with the following content cannot be accepted when seller portal registration does not include licensing agreements from all holders of content ip rights individuals • content protected by the personality rights of any person, whether or not they are a celebrity, who is alive or has died less than 70 years ago such as names, signatures, likenesses, brand identifiers, family crests, coats of arms, and persona elements • products of any person, whether or not they are a celebrity, who is alive or has died less than 70 years ago such as art and literature institutions • public and private institution content that is not in the public domain such as names, logos, and insignias of governmental and nongovernmental organizations and public offices, military organizations, and universities note properly presented national flags are allowed without agreements • coats of arms and other brand identifiers companies • brand identifiers of samsung, watch manufacturers, and other companies note common words, even part of ip right protected phrases such as the word ‘roadster’ in the trademarked phrase ‘tesla roadster’ are allowed without agreements • designs inspired by products made by samsung, watch manufacturers, and other companies note official samsung mobile device and other product images available at samsungmobilepress com and those images overlaid with screenshots of your apps are allowed without agreements sports and media • professional and nonprofessional sports club content such as names, logos, designs, colors • professional and non-professional sports league content such as fifa, world cup, and olympic names, logos, designs, colors • sports player content such as names, signatures, likenesses, and persona elements • movie, television show, game guide, and fan-made content such as names and images • media celebrity content such as names, signatures, likenesses, and persona elements physical products • physical products such as automobiles, motorcycles, cameras, handbags that present company brand identifiers note physical products that do not present brand identifiers are allowed without agreements architecture • privately funded buildings with ip rights such as dubai creek tower, illuminated eiffel tower note content of public or privately funded buildings visible in the background of a public space that do not imply an association with the app are allowed without agreements galaxy store badge tags • galaxy store badge tags that contain brand names, even brand names that are common public words such as band-aid and velcro miscellaneous • references to applications such as app names in the titles and descriptions of other apps • peer-to-peer p2p applications • images from stock image websites or companies • recently filmed works and creations based on those works not allowed without proof applications with the following content cannot be accepted when seller portal registration does not include the specified proof documentation • content that can imply an application or its registering individual or entity has a relationship with or an endorsement by samsung must have proof there is a relationship or endorsement such as winning a samsung developer conference award • non-common public domain content must have proof of being in the public domain references https //helpx adobe com/kr/stock/contributor/help/known-image-restrictions html https //en m wikipedia org/wiki/generic_trademark https //en wikipedia org/wiki/universal_copyright_convention https //en wikipedia org/wiki/berne_convention http //wiki gettyimages com/ https //www wipo int/branddb/en/index jsp# https //www nolo com/legal-encyclopedia/copyright-architectural-photos html
Learn Code Lab
codelabmovies, and admission tickets, status updates related to expiration and availability can be provided gift card gift card, also referred to as a prepaid card, provides real-time balance and transaction history loyalty loyalty cards function as membership credentials, managing membership information through these cards, loyalty points can be administered and redeemed id id cards can fulfill identification verification purposes, such as identity cards, employee cards, and licenses physical documents can be represented through wallet cards, and near field communication nfc -based authentication can be provided reservation reservation cards can contain diverse online booking details, including rental cars, restaurants, and accommodations ongoing reservation information can be managed as a journey pay as you go pay as you go cards allow users to register services that can be charged and utilized according to their preference for convenient use generic card generic cards enable users to create customized cards by selecting preferred card template layouts and designing elements notedepending on your country or region, some card types are not supported if you need assistance, please contact us at developer samsung com/dashboard/support the image below shows the process of managing wallet cards for more information, refer to manage wallet cards set up your environment you will need the following latest version of samsung wallet app from galaxy store samsung galaxy device that supports samsung wallet access to samsung wallet partners site internet browser, such as chrome openssl intellij idea or any java ide optional start the onboarding process partners can manage wallet cards and monitor performance with the samsung wallet partners site to join as partner generate a private key and certificate signing request csr using the openssl command you can follow the instructions in security factors notea private key enables encryption and is the most important component of certificates while csr, which is a necessary factor to obtain a signed certificate, includes the public key and additional information like organization and country proceed to register in the samsung wallet partners site using your samsung account follow the samsung wallet partner onboarding process upload the generated csr for data encryption in encryption setting management section after registration, you will receive a welcome email noteupon receiving the certificates via email, be sure to keep the information safe from exposure and only use them for the following purposes signed certificate used along with the private key to sign data samsung certificate used to encrypt card data and validate authentication tokens in server api headers create a wallet card follow the steps below to create a wallet card in samsung wallet partners site click the wallet cards menu and choose create wallet card fill out the general information form with the details of the wallet card in wallet card template, choose a card type and sub type select the design type and click done you can choose from various types of wallet card templates optimized for partners after inputting all necessary details, click save to set the wallet card status to draft launch the wallet card you can launch and request activation of the card by clicking the launch button upon agreeing to proceed, the launch button text changes to launched and the card status becomes verifying add the card to samsung wallet using the test tool open a web browser on your computer or galaxy mobile device, and go to the following link partner walletsvc samsung com/addtowallettest go to add to wallet tab and click choose key file to upload your private key in the select card dropdown menu, select the created card to display the card details and populate sample data navigate to the form tab and modify the card data as desired notethe structure for configuring wallet cards follows the defined specification you can refer to the full list of card-specific attributes specification scroll down to the bottom of the page and click the add to samsung wallet button click done when a preview of the card shows on your mobile screen with a message indicating that the card has been added to your wallet once the card is added to your samsung wallet app, you can check its details by clicking on it noteyou can also go to the playground tab and add cards to the samsung wallet app even without creating a card on the wallet partners site update the status of the added card if a server api info partner get card data and partner send card state is registered in the wallet card, real-time updates of the user's registered cards can be provided notefor more information, see server interaction modify and update the card's status by utilizing the push notification feature of the test tool navigate to the push notification tab ensure that the correct private key is uploaded and the same card as in the add to wallet tab is selected copy the ref id value from the add to wallet tab and paste it into ref id field in the push notification tab in the status field, enter one of the following card states expired, redeemed, held, suspended, or deleted the current state is set to active then, click the request push notification button check the card in the samsung wallet app to confirm the change tokenize card data and implement the add to samsung wallet button to your service optional notethis step is optional, but if you want to learn how to integrate the add to samsung wallet button into your services like an android app, web app, or email, you can follow these steps the samsung wallet partners site provides generated add to samsung wallet scripts for each wallet card you create you can simply copy and paste these scripts into your partner apps web and android or include them in emails/mms messages to implement the add to wallet button, follow these steps go to the [add to wallet script guide] section of the card you created click show to view the available scripts and then copy the appropriate script for your service develop a program that can generate tokenized card data cdata the cdata represents the actual content of the wallet card and comes in different formats depending on the card type you can check the cdata generation sample code for reference the cdata is derived from the card data, which is in json format for testing purposes, you can utilize the generated json from the test tool follow the implementing atw button guide to determine where to incorporate the generated cdata and gain further insights into this process you're done! congratulations! you have successfully achieved the goal of this code lab topic now, you can utilize the add to samsung wallet service by yourself! to learn more about samsung wallet, visit developer samsung com/wallet
announcement design, game, galaxy watch, mobile, marketplace
bloghi, this is eric from samsung developers. normally, i’m behind the scenes managing the samsung developers website and creating tools for our talented group of developer evangelists. today, i’m going to step into the spotlight and chat with my friend and colleague, tony morelan, about the next season of pow! the samsung developers podcast. eric: we’re starting season 2 of the samsung developers podcast next week. can you tell our readers how the podcast got started? tony: after the success of the best of galaxy store awards at sdc 2019, we talked about new ways we could engage with our audiences. we were already doing live events, webinars, and office hours, but we wanted to find a way to give our successful developers and designers a way to connect with fellow developers and tell their stories. eric: for those who might not know about the pow! podcast, how would you describe it? tony: the goal of the podcast is to inspire people to create for samsung. we do this by interviewing influential designers and developers, as well as people internally at samsung talking about the latest tools and services. eric: i listen to a lot of podcasts about coding, baseball, music, history, and classic cars. some podcasts, like hardcore history, have incredibly high production values and could be the soundtrack for a documentary, while many others are just a casual back-and-forth conversation without a lot of cuts. can you take us through your vision for the podcast and the steps you go through to make a podcast episode? tony: my vision for the podcast has always been to create a channel for developers and designers to learn about new opportunities and hear from the success of others. i was first inspired by the npr podcast how i built this hosted by guy raz. his podcast has inspirational stories, great interviews and high-quality production. i absolutely love how they integrate music throughout each episode to help set the mood and give color to the audio. the first step for each episode is to first have a pre-interview call with the guest. this is my chance to go over the production steps, review questions and topics and just work out any technical issues. about a week later we will record the actual interview, which always is just a casual conversation between two people. the beauty of doing a pre-recorded interview is that we get to make mistakes and do re-takes. this really helps take the stress out of recording so that we can just relax and talk away. eric: one thing i noticed when listening to season 1, is that you always start the conversation by asking who they are. some people answer very straightforward, as if reading their cv, while others go way off script. i think it’s such a unique way to start the conversation. what led you to start with that question? tony: that all started because typically i really don’t know the person before they come on to the podcast. i wrote that question for the pre-interview so that i could get a quick peek into their personality. is this person very type a; structured, formal, precise? or are they type b; free flowing, loose and care-free? having this little sneak peek into their personality helps me write the questions for the interview. however, i realized that listeners would love to know this as well. so as an ice-breaker i always start each episode with this same question, and it is very interesting how each person answers it so differently. eric: because of the covid pandemic, the way we do our jobs has certainly changed. i miss seeing everyone in person, but i don’t know anyone that misses their commute. how has covid changed your work on the podcast last year? tony: samsung had us working from home starting in march 2020. i had just returned from orlando, florida after attending the podfest 2020 podcast conference and was only in the office for one day. none of us would’ve imagined that we’d still be working from home almost a year later. i remember those first remote meetings we did as a group, thinking we’d be isolating for 6-8 weeks and then return to the office environment. fortunately, i have worked on many audio and video projects from my home studio. so i was able to conduct most of the season 1 interviews from home. eric: what were your favorite moments from the first season of the podcast? anything that surprised you during your interviews? tony: there were lots of great moments. having been a huge fan of the forza franchise, it was great to interview andy beaudoin from microsoft/turn 10 studios. it was also a lot of fun for me to be interviewed by our own charlotte allen and tell my crazy story about how i ended up at samsung. another top highlight was the interview with chris shomo. when i was first learning that you could design and sell watch faces for samsung, i found a video of chris speaking at the 2017 samsung developer conference. it was that video that inspired me to see if i could design and sell my own watch faces. who would have thought that a few years later i would be hosting a podcast for samsung and interviewing chris. that was insane! oh ya, and learning that his house was featured in a hollywood movie and that it really is haunted! eric: i believe we got some great feedback from our community on season 1. did any of this feedback influence how you prepared for this season 2? tony: all of the feedback we received was great. i especially enjoyed receiving the personal messages from listeners and how inspired they were. it’s this energy that motivates us to have another great season. eric: season 1 had a mixture of developers, designers, and samsung employees sharing their thoughts. what can you share with our readers about the upcoming season of the podcast? tony: i am really excited about season 2. i think the biggest addition this season is that i will be interviewing many of the 2020 best of galaxy store winners. it seems like each winner has such a unique story to tell. all of their journeys are so vastly different, and i know they will be very insightful. eric: anything else you can tell us about season 2? tony: we have some interviews scheduled around big announcements, new releases, updates, etc. i am super excited to share this news on the podcast when it can publicly be revealed. thanks to tony morelan for joining me today. the first episode of season 2 will be available next monday, february 22nd. to follow along, use your favorite podcast app or listen directly page. for more information on working with samsung to develop apps, galaxy watch faces, and galaxy themes, sign up for our newsletter and visit our developer forums.
Samsung Developers
success story design, mobile, galaxy watch, marketplace
blogmovies are visually pleasing, they are typically not so easy to read. for designing themes, the most important ux consideration is usability. well-designed themes encompass a balanced dance between visually pleasing elements and logical layout. you were awarded best indie themes designer, however you got started as a galaxy watch designer. yes, developing a watch face is not only more related to industrial design than developing themes, but it’s also what i intended to do back in 2013. as a designer do you use a similar process when designing themes and watch faces? usability is universal, it’s a blueprint for successful design in both themes and watch faces. however, the two have very different usages. watch faces are meant to be used in a very short duration like a few seconds, while interaction with mobile phones are much longer. the design approach for the two are quite different as well. what is the biggest technical/design hurdle when designing a watch face? i would say it’s the physical screen size, there’s only so much information you can put in a 360x360 pixel area before the watch face becomes overloaded with clusters of information. what is the biggest technical/design hurdle when designing a theme? unlike watch faces, which consist of one or two pages at the most, phones have tens of pages. the same pages may have different elements depending on os versions and phone models. the biggest challenge designing themes for me is familiarizing myself with the overall layout of each os version. staying abreast of the most popular samsung phone models is also an ongoing process. based on your journey from industrial designer to watch face designer and now award winning themes designer, are there any tips you can give designers who are interested in taking a similar journey? human-product interaction is universal for both virtual/digital and physical products. physical products deal with ergonomics and digital/virtual products deal with interaction. but the end goal for both is the same: to create a seamless and pleasant user experience for the products. for industrial designers, watch face development is relatively the same with industrial design, so it would be a good starting point to get their feet wet. what is next for x9 studio? developing virtual goods for virtual worlds is another area that i’m looking at. but for the immediate future, i’ll continue to focus on watch faces and themes development. what advice do you have for new designers looking to create a successful theme or watch app business? for new designers who just got out of school, my advice is to continue your design education through your first job or two. learn about watch and theme app development, and make a few apps on your own spare time and see where it takes you. for seasoned designers, create some apps using galaxy watch designer and galaxy themes studio. see if it’s the right path for you. having a realistic expectation will go a long way. rome wasn’t built in a day. keep your day job while building up your app portfolio. eventually you’ll be able to work anywhere on earth where the internet reaches. how has samsung helped your business? coming from a completely different industry with very limited knowledge of app development, the samsung developer program (sdp) and fellow samsung developers have been instrumental to the success of x9 studio. the sdp website provides a wealth of learning materials, and the sdp team members provide invaluable insights for new developers like me, which are absolutely the keys to x9 studio’s growth. samsung’s developer community, like the developer forum is another valuable resource. we want to thank john for sharing his journey to becoming the best indie themes designer 2019 and the universal aspects of product and software design. be sure to check out x9 studio’s themes portfolio and download your favorite in the galaxy store. if you're reading this on a samsung device, check out the x9 studio brand page. follow us on twitter at @samsung_dev for more developer interviews as well as tips for building games, apps, and more for the galaxy store. find out more about our best of galaxy store awards.
Samsung Developers
Learn Developers Podcast
docseason 1, episode 14 previous episode | episode index | next episode this is a transcript of one episode of the samsung developers podcast, hosted by and produced by tony morelan a listing of all podcast transcripts can be found here host tony morelan product manager, samsung developers instagram - twitter - linkedin guests hyunah kwon, charlotte allen samsung electronics in the season one finale of pow, i interview charlotte allen and hyunah kwon charlotte is the driving force behind samsung's annual best of galaxy store awards, and hyunah is the director of product for galaxy store not only do we talk about the history of the awards, past highlights of previous awards, but we chat about exciting new changes to galaxy store, and our upcoming 2020 best of galaxy store awards show more about the best of galaxy store awards celebrating the year’s top performing apps in creativity, quality, design, and innovation, the best of galaxy store awards are the ultimate achievement for samsung galaxy store sellers! join us on december 9th, 5 00pm pst, as we reveal and celebrate this years' winners! listen download this episode topics covered history of the best of galaxy store awards previous award winners galaxy store enhancements exclusive consumer benefits samsung rewards always-on points earning program pandemic impact galaxy store mobile gaming features growth and revenue galaxy store badges 2020 best of galaxy store awards show new award categories winner selections and promoting awards show trailer helpful links best of galaxy store awards - developer samsung com/best-of-galaxy-store galaxy store consumers - samsung com/global/galaxy/apps/galaxy-store galaxy store developers - developer samsung com/galaxy-store galaxy store marketing resources - developer samsung com/galaxy-store/marketing-resources html samsung rewards - samsung com/us/rewards/gaming galaxy store badges - developer samsung com/galaxy-store/gsb-promotion galaxy store games developers - developer samsung com/galaxy-games samsung developer program homepage - developer samsung com samsung developer program newsletter - developer samsung com/newsletter samsung developer program blog - developer samsung com/blog samsung developer program news - developer samsung com/news samsung developer program facebook - facebook com/samsungdev samsung developer program instagram - instagram com/samsung_dev samsung developer program twitter - twitter com/samsung_dev samsung developer program youtube - youtube com/samsungdevelopers samsung developer program linkedin - linkedin com/company/samsungdevelopers tony morelan linkedin - linkedin com/in/tony-morelan charlotte allen linkedin - linkedin com/in/allencharlotte hyunah kwon linkedin - linkedin com/in/hyunahkwon transcript note transcripts are provided by an automated service and reviewed by the samsung developers web team inaccuracies from the transcription process do occur, so please refer to the audio if you are in doubt about the transcript tony morelan 00 02 hey, i'm tony morelan and this is pow! podcast of wisdom from the samsung developer program, where we talk about the latest tech new trends and give insight into all the opportunities available for developers looking to create for samsung on today's show, i interview charlotte allen and hyunah kwon charlotte is the driving force behind samsung's annual best of galaxy store awards hyunah is the director of products for the galaxy store not only do we talk about the history of the awards, past highlights of previous awards, but we chat about exciting new changes to the galaxy store, and our upcoming award show where we will celebrate the amazing apps that will win awards during the 2020 best of galaxy store award show and what better way to celebrate our season finale of the power podcast enjoy hey, charlotte, nice to have you back on the podcast charlotte allen 00 52 i know it's been a while tony morelan 00 55 so for those that don't remember, or might have missed the episode, charlotte actually interviewed me at the beginning of the season so that our listeners could learn a little bit more about me, you know, find out who their host was and a lot has happened since then i think we've actually recorded about 12 episodes, but it has all been during this pandemic that we've been going through so it's been a crazy year, needless to say, but the galaxy store has been going strong this is the last episode, the season finale and what better way than to discuss the best of galaxy store awards for 2020 so i would love to talk a little bit about the history of the awards charlotte has been working on this awards program since its inception can you explain to the audience what are the best of galaxy store awards? charlotte allen 01 44 yeah, absolutely the b best of galaxy store awards were created to recognize apps that have stood out amongst the crowd in the us galaxy store we look for excellence in innovation, design, creativity, quality and performance so i've been with samsung for several years now and they know that we've been doing this award show during that time but when did the awards first start, the program was launched in 2018 as a pilot, recognizing just five galaxy store publishers our goal in creating the program was to acknowledge and celebrate the contributions of designers developers to samsung's ecosystem tony morelan 02 23 this will be the third year then charlotte allen 02 27 right we are now in our third year, as you said, we increase the awards to five categories in over 20 winners so we've come a long way in three short years, and we expect to continue to grow the best up galaxy store awards program in the future so where were those previous award shows held the inaugural best of galaxy store award ceremony in 2018, was held at the samsung developer conference at the moscone center in san francisco last year's award ceremony was held at sdc 2019, at the san jose convention center and we recognize 25 developers and designers from around the world and 21 of those winners were in attendance, which was great to see and he showed us how important this recognition is from samsung tony morelan 03 14 yeah, i was actually the host of the award show last year in san jose and that was my highlight was actually meeting these developers for the first time, you know, we've been communicating with them, you know, throughout the year, but to actually meet them face to face, and to see how rewarding it was for them to receive this award that was definitely an amazing moment charlotte allen 03 34 yeah, i agree it was also, i think, rewarding and inspiring for us to see, you know, their excitement and just how much effort they put into getting their work yeah, definitely let's talk about some of these past recipients but where's the best way for people to learn, like who won in 2018, who won in 2019 so we have a great list of winners now, having done this for two years and going into our third so a list with our past winners can be found on samsung's developer program site on the best of galaxy store landing page, and it features over 30 step galaxy store award winners and that is tony morelan 04 12 developer samsung com and if you go there, you can navigate over to the to the galaxy award page yes, charlotte allen 04 19 yes, you can tony morelan 04 21 so having done this now for several years, i'm sure you've got a highlight tell me you know if you have a special story about maybe a past winner, charlotte allen 04 28 yeah, there are several that come to mind but one that i'll share is we awarded bergen for best new watch face designer, and his award was picked up by the uruguay embassy who tweeted a congratulations to bergen and i thought that was really amazing tony morelan 04 44 that is and bergen is honestly an amazing designer ton of success he was the designer when i was first looking into starting myself selling watch faces i was seeing his work and i thought my god this guy is putting out you know; insanely creative watch faces and my goal was to try and you know, do something at his level i mean, he just amazing detail amazing depth, amazing features so when i was starting out, he was the one that i looked up to trying to emulate, you know, his success so great to see that he was awarded that year charlotte allen 05 20 wow, pretty, pretty amazing tony morelan 05 22 so who qualifies for you know, potentially winning a best of galaxy store award? charlotte allen 05 27 all galaxy store publishers qualify for bigger well-known brands to indie developers, designers, they all qualify tony morelan 05 33 that's, that's, that's great they'd love to see how open samsung is that? you know, it's not just a developer that is a big brand name but you know, we'd like to recognize even the small person, the indie developer, who is absolutely, you know, maybe doesn't have all of that experience, but it's still putting out great content so i thought it would be exciting if we actually brought somebody from the galaxy store team onto our podcast today so i would like to welcome hyunah kwon hi, hyunah hi, tony hi, charlotte thanks for inviting me so you are director of product galaxy store and games? can you tell me how long have you been in that role? hyunah kwon 06 13 i've been in this role since this year to work for galaxy store and games i've been in samsung for about 13 years, starting with my experience in mobile devices in different product management in this domain of mobile and we're very excited to expand to service businesses in samsung, and i'm in charge of galaxy store app as well as gaming ecosystem tony morelan 06 42 in samsung i had no idea you actually had been at samsung for that long can you tell us what is new with the galaxy store? hyunah kwon 06 48 yes, this year has been a full of exciting news and updates and changes with the galaxy store, we just launched a new version introducing an enhanced game discovery experience as you know, samsung has been fully committed to offer an excellent mobile gaming experience with our hardware it could be like this stunning screen experiences long battery and very powerful performance on a mobile gaming and now galaxy, gamers can actually visit the galaxy store to discover new games and they can view these stunning videos to learn more about the new games, they can pre-register for the upcoming seasons of their favorite games, and so forth for that we can also share more details and we also had interesting gear for all types of apps and content we've been seeing a growing consumption of digital contents in the context of endemic as you know so on the other hand, some people say that they're having a digital fatigue, if you will, caused by these exceptional circumstances so we worked on simplifying this experience and make the downloading experience really quick and easy for our consumers, helping users to find the content they need with the better fit recommendations, as well as our editors recommendations for them as well and we also refreshed our design with a clean and harmonious look for example, now you will see it very reduced banner sizes here and there, we ensure that pleasant browsing experience and downloading and the best part is the exclusive benefits that our consumers love about galaxy store so we offer new promotions events almost every week for example, in the us market remember, we integrated samsung rewards last year so that users could spam their points against their purchase in our store earlier this year since july, we launched an always on points earning program so now users can earn three points for every dollar spent with whether you purchase an app or a theme or enough items in your game app so the more they enjoy galaxy store, and the more they can get rewarded tony morelan 09 09 know that is specifically for us customers, correct? hyunah kwon 09 14 yes, so many other countries could have some different programs but this is in the us that sounds amazing tony morelan 09 21 so i thought it was interesting you said that because of the pandemic because of covid that you've actually seen an increase in people using their apps, and then they're starting to get the fatigue with it is that that's correct hyunah kwon 09 33 yes so the pandemic has been overwhelming for everyone, for sure but it also was a great opportunity for some in many app developers so we could see gaming industry, for example, has been really booming utilizing this opportunity and media, the chance watching videos, or checking on news and healthcare app that user can you know, i actually spend a lot more time on the at home so things like health care at home improvement apps has been actually pretty popular too and overall, we had really great and busy year, we'll collaborate with our developers this year to help them really growing tony morelan 10 18 yeah, that's, that's great to see that, you know, even though this is, you know, an unfortunate thing that our world is going through with a pandemic, that you found ways to help people out more, you know, considering that they are having to better devices and access this information so you had mentioned also that you're involved with the gaming aspect of it can you tell me, are there any new features for gamers? hyunah kwon 10 38 yes, so we have simply fire up in two parts one is the gaming another part is the access all the collection of the contents that we provide for galaxy users so in that game tab, you will see an immersive the game discovery area if you think about gaming in general has been developing, you now see a games that are very spectacular, they have a story in it, you can interact multiple players all together, you can create a history or you can, you know, be really in a deeper side of your action all of that is pretty similar in movie industry, if you think about it so when you watch a movie, you generally check a minute the trailer just to make sure you are watching a good movie, it's the same for games, we're providing our gamers the ability to discover what this game is about, and how they would play the download this game another party's our game introduction page, what we call the detail page of the app has been recolored refreshed, so that they can actually see some very valid information about the games, we are providing a tag information, it can be something like this game is about a multiplayer game it's a strategy rpg, or if it's casual gaming, or this game is featuring a medieval setting, with all kinds of information like that we are including more than 300 pack information, so that you can really see what these game is characterized for also some real time stats-based information, like you can see all these games, some are very popular, there's 10,000 users downloading this game at the moment right now, or it can be you know, 300 people are actually playing this particular game and i think it's very important to highlight the personalized information is very key for our success as we mentioned earlier, this is very important for any user to enjoy their experience not spending too much time making their efforts, there's this fatigue about finding the right apps for me, etc so we also use a lot of user database recommendation that they can find the relevant game for them and lastly, our galaxy store has been very appreciated by our speed to download and installation so our consumers really love about our quick download feature, we actually feature this little button that you can directly install and download from what you're previewing from, you don't need to go through the detail page and click another time to download we're just giving them a direct access to download so we call we call that a quick download as well tony morelan 13 37 that's great i know that that is a feature that i would definitely appreciate so for developers that have joined the samsung developer program, how can members grow their user base in their revenue hyunah kwon 13 52 share our strategy is to empower our developer partners by enhancing our platform that support them so obviously, there's many ways to grow their apps and their performance there are many resources available, so publishers on the galaxy store to support their success and one thing that i'd like to highlight is these days, in particular, the app discovery is really diversifying so customers are learning about their new app that anymore in their app store like we did 10 years ago and they're actually learning from their friends and social media, a lot many different channels so the optimization of the contents inside our store is still being very important but managing growth from multi-channel approach becomes even more important galaxy store is having our batch feature galaxies or batches that drive customers from their multiple channel of discovery to galaxy store pages in a single click and that improves a conversion by optimizing your discovery channel as well as all the listing information, you're providing a nice detail page and we are going to provide more and more resources for you to optimize that listing information and grow the app developers revenues to help our developers succeed in their acquisition campaigns with the galaxy store or optimizing their customer journey from discovery to download we are also working with the leading mobile measurement partners so that developers can measure their campaign performance and to end with the accurate data and generally, what we would recommend as tactics for growth will be things like, you know, generating more traffic and top of the funnel traffic, and from there, how to optimize their download conversion and, as you know, download is not the end, most partners are frustrated, i get so many downloads, what i'm not where why am i not growing from there? i think we also can help on our developers to manage their paid conversion and retention, because retention also is a key for your success and growth and i would always advise people to lean into the customer lifetime value, rather than focusing on the download number itself tony morelan 16 21 can you tell me how developers can learn how to maximize their growth with the with the galaxy store? hyunah kwon 16 26 yes, sure so as i mentioned before, there's lots of packets of growth available so in terms of generating traffic, you can rely on us campaigns, it can be digital campaign, it can be social media campaigns, and we're going to be supportive on all your campaign executions if you need a specific resource to optimize your campaign, please reach out to our team as well, as very importantly, users are browsing from their search engine so obviously, the search engine optimization techniques, or search engine-based advertising, all this traffic and also come into our store and we can optimize that flow for your growth as well in terms of download conversion, which is happening within our app, we are continuously improving our detail page optimization tools, as well as we would encourage our developers to manage their own reviews of their apps so we are providing the way that the developers can prompt their reviews, and allowing their users to write the positive reviews about their apps so that we can also optimize our conversion that way, so that way, we are continuously updating our product and we believe it's important to provide our updated information on what developers can do with us so we are planning to provide all this further information through block past webinars and dedicated resources and now developer portal as soon as our new features on our platform is available so i would encourage all developers to visit our developer@samsung com and stay tuned for more updates and you can also sign up for our newsletter so that you can get this information available from galaxies tony morelan 18 25 yeah, in the in the link to sign up for the newsletter is developer samsung com/newsletter and i'll be sure to include all of these links that you've mentioned in the in the show notes so hyunah, i absolutely appreciate you taking the time to join me on the podcast today love seeing how the galaxy store is evolving and super excited with what's coming up in the near future so thanks again for joining us hyunah kwon 18 49 thanks, tony for inviting me to the podcast it was a pleasure tony morelan 18 54 so charlotte, getting back to the awards for this year i know that the pandemic obviously has affected everybody in in many different ways can you tell us how it's actually impacting the award show for this year? charlotte allen 19 07 it is in fact in many in person events this year as we know, including our best of galaxy store awards 2020 award ceremony, which is typically held at sdc our developer conference, this year's best of galaxy store awards 2020 ceremony will be held virtually, and premiered on youtube on december 9 2020 at 5pm pacific standard time so stay tuned to the best galaxy store awards page if you're not a member of our samsung developer program or bixby developers, now is a great time to register to get all the updates and features i just shared tony morelan 19 44 excellent so i know in the past, in order to attend the award show you had to attend our conference, which meant you had to come out to the bay area here and admission into the conference this year though, is that going to be different charlotte allen 19 55 the exciting thing for me is this year for the first time anyone can and attend and like you shared, the awards are typically held at our conference and even then, sometimes sessions conflict with our award ceremony but this year, anyone can attend and so we're really looking forward to having a great crowd attend this year's awards tony morelan 20 15 yeah, no, i am excited too, as well we talked about how the award show has been growing from originally, it was just the five awards and now we've expanded we're up over 20 awards can you talk about some of the new categories for this year? charlotte allen 20 28 yes, this year's awards will acknowledge over 20 winners in five categories and the categories include best app, this game best the best watch, and we've added bixby to this year's best of galaxy store awards and we're really excited about that tony morelan 20 44 yeah earlier this year, i did a podcast interview with roger kibbe, at bixby on the viv lab team so super excited they're going to be joining us and in awarding their developers yeah, that is very exciting talking about the winners can you tell me how are winners selected? charlotte allen 21 01 winners are selected by our galaxy store team who do a yearly editorial review of all apps published to the galaxy store? tony morelan 21 09 what would you say is the biggest challenge with the with the award selection? charlotte allen 21 14 i would say narrowing down the list of winners the galaxy store offers expertly curated quality apps, which means we have a lot of great apps on the galaxy store tony morelan 21 24 yeah, i know because i've been involved with the with the selection and awarding process and it is a challenge because you know, we've got a team that goes through all this and it makes their nominations and, and their selection as to who they think should win and sometimes you know what your favorite app may be different than my favorite app so we get to battle it out yeah, to figure out who is the winner for that award? yes so what is it that the samsung developer program team is doing to help promote the winners, charlotte allen 21 54 winners are featured in galaxy store merchandising for the award ceremony, we have a best of galaxy store press release that samsung does one winner per category is chosen to be featured in that press release however, winners can write a press release with a quote from samsung as well we do post winner developer marketing newsletters, blogs, and podcasts interviews tony morelan 22 16 yeah, i'm actually really looking forward to next season in the podcast where i get a chance to interview some of some of these winners for the best of awards that should be a lot of fun now that you and i and our team has been involved with a selection process for the awards can you tell me what is your favorite award? charlotte allen 22 36 hmm, that's a tough one i would say if i had to choose, i would say that collections, the theme collections and the watch collections because it shows a body of amazing work right and so i think that if i had to choose, i would say that be my favorite what about you? tony morelan 22 55 you know, my favorite, i think it's the fact that we do recognize those indie developers so it's the small, you know, new independent designer, that's they've just put together this amazing app and we're recognizing that so you don't have to be this big brand, you don't have to have, you know, a large collection, i love the fact that we are awarding those large collections, because it's an amazing, you know, opportunity for us to recognize when a designer has just got this amazing library of work but i'd love the fact that we also recognize that individual, one key design that just stands out so you know, you can even be the little developer and we're still going to find yeah, and then recognize you for your great work so what advice do you have for developers hoping to be considered for future awards? charlotte allen 23 45 the biggest advice i can share is marketing your work digitally socially, as it drives awareness, it drives, downloads, ratings, and reviews and if you have not already done so, download the galaxy batch, it supports marketing your ad driving users to the galaxy store to download or purchase your app so my biggest advice is, if you have not posted it to your site, i encourage you to do it today tony morelan 24 12 yeah, definitely and in the reason being is that we need you to show up on our radar so if you put out a great app, and it's not showing up in our in our analytics of you know, top selling apps or apps that are being downloaded, we're not going to find it so it's a great way for us to find your app is when you're doing all of that marketing push behind it, then once we see it, then we can dive into a little deeper and see if it's worthy of the award but yeah, you definitely have to get traction on your app from a social standpoint, that's a huge way for us to discover your apps so what's the best way for people to learn more about the best of galaxy store awards charlotte allen 24 54 we have a galaxy store landing page on our samsung developer program site and there, you'll find details about the program updates on the best of galaxy store awards 2020 and highlights from past year's awards, including winner interviews yeah tony morelan 25 09 and as a reminder, that is developer samsung com and from there, you can navigate over to the galaxy store awards page, all the links that we were mentioning, and the podcast will be included in the show notes so you can check there can you tell me, are there any upcoming news that you can share that's related to the award show? charlotte allen 25 29 we have some upcoming blogs, we're going to take a look back at some of last year's winners, highlight some of their successes, and really begin promoting the best of galaxy store awards 2020 as we get near to the virtual award ceremony, and we really can't wait tony morelan 25 47 yeah, and one thing i'd like to share is that we are working on a trailer a little teaser for the award show the trailer will be released exactly 30 days before the award show so on november 9, we will be releasing our little teaser trailer for the award show so be sure to stay tuned for that so charlotte, thank you very much for joining me on the podcast today and sharing all of the information about the award show really appreciate you coming on the podcast charlotte allen 26 16 thanks it's great to be back again tony morelan 26 18 and just to sign off, this is our final episode of season one of the podcast i hope you all have enjoyed not just this episode, but the prior 13 episodes that we did that make up season one of the power podcast we look forward to having you join us next year we're going to start the new year off with season two and we are really excited with the shows that were lining up and you definitely will be hearing from some of the winners of our best of galaxy store awards for 2020 so thank you very much outro 26 51 looking to start creating for samsung, download the latest tools to code your next app, or get software for designing apps without coding at all sell your apps to the world on the samsung galaxy store check out developer samsung com today and start your journey with samsung the pow! podcast is brought to you by the samsung developer program and produced by tony morelan
success story game, marketplace, mobile
blogjeanne hsu, senior marketing manager for developer relations at samsung, chatted with george airiyan, the development director of whalekit (part of my.games). his job entails business development and execution of all external partnerships with the help of a small research & innovations department he manages. jeanne hsu (jh): george tell us a little about you. what was your professional journey that led you to whalekit? george airiyan (ga): i’ve been in the mobile games industry for 16 years. my background is it and linguistics. while i was at the university, i started working as a programmer for it companies, leading teams and managing small software projects. then i felt i was ready for my next move and was offered a job as a project manager/producer at a mobile games company. i really loved the people, the atmosphere, and being part of the creative process so i stayed in the gaming industry and have worked with some of my colleagues for more than 15 years. jh: it sounds like the people were an important part in your journey into gaming. ga: yes. some of those people i met in the gaming industry 15 years ago, are now part of the core team at whalekit. jh: tell us about my.games. ga: my.games is an international brand with 13 regional offices in europe, the us and asia, with more than 1,800 staff employees and 14 internal studios including whalekit. my.games develops games for the pc, consoles and mobile devices. the company operates more than 80 titles with a total portfolio count of 150 games, including in-house made hits like war robots, hustle castle, rush royale, left to survive, as well as skyforge and allods online. there are more than 900 million players registered in my.games titles around the world. the company also has its own media portal, the my.games store platform, investment division mgvc, and other assets. jh: tell us about whalekit. whalekit is a team of professionals whose core members started making mobile games in 2004-2005. we have been making 2d and 3d games since the pre-smartphone era. with the adoption of smartphones, our business and operation models changed reflective of the industry: instead of “release and forget” paid titles, we shifted to games as services and free-to-play, regular live operations, social features and much more. we have always aimed at the highest possible quality level, and these days left to survive is also available on pc along with major mobile stores. whalekit is one of my.games’ largest studios with more than 120 employees. it specializes in developing hi-tech 3d-action mobile games. among the games produced by this team over the years, there are hit titles like deer hunter, contract killer, and frontline commando. in 2018, we released zombie apocalypse shooter left to survive, which found millions of mobile fans. whalekit’s vast mobile development experience allows the studio to keep trying something new, train its staff, as well as solve complex creative and technical issues. jh: how did the relationship with samsung first start? ga: we had a meeting with samsung representatives at gdc 2019 where we discussed the opportunities and agreed to work on the partnership. jh: congratulations on winning the 2021 best of galaxy store award-best action game for whalekit left to survive for samsung. what does it mean to win this award? ga: we are happy and honored to win this award. it’s a sign of appreciation for the whole team. our specialty is action games; it's something we think we do the best. we know that the game is interesting, enjoyable, and addictive. but it's always great to be recognized by the industry. jh: how did you come up with the concept for the left to survive game with players fighting the zombies that have overrun the earth? ga: our team has specialized in action and shooting titles, including zombie shooters, for a long time. we were thinking of how to take our games to the next level and realized that players wanted a deeper sense of progression and more variety in the gameplay modes. that’s how the traditional campaign mode got interconnected with base building, pvp and base raids. we noticed interesting demographic trends, with female players showing an inclination in zombie shooters as well. so we decided to take this theme and grow it. [pvp means player versus player, interactive games between human players.] jh: what are future plans for the game? ga: we know that players like our game, with many of them playing for months and even years. we are going to continue providing unique content and engaging mechanics, so more players will stay even longer. left to survive - 2021 best action game game ideas, discoverability, and reach jh: what games from my.games are on galaxy store? ga: we have left to survive and warface: global operations (both from the whalekit studio), american dad! apocalypse soon (from the nord studio), rush royale for samsung (from the itt studio) and storyngton hall (from bit.games). jh: where do you get your game ideas? ga: everybody in the studio can come up with their own ideas. we don’t limit ourselves to a certain genre or theme. naturally the overall potential is estimated by studio experts when we decide to proceed with a new idea. jh: how does it mesh with your motto “free to create and ready to explore”? ga: we sometimes have game jams. it's sort of a standard thing for the gaming industry, when a studio breaks down into several small teams, not the whole studio, just those who want to participate. they’ll spend one day, two days, or a three-day weekend, creating prototypes of the games that they think are fun. then everybody in the studio looks at them, and votes for the top idea for the best implementation. some of them even make it further to prototypes of real games that could be a potential future project. as for the idea of exploration, these game jams aren't limited to any theme or genre or scale. it could be anything. jh: with all the competition for games, what has been your strategy for discoverability? ga: making a great game always comes first. while discoverability isn’t trivial, as long as the game has good metrics, our marketing team will do their best to advertise it on various channels. it's also important to optimize app pages and work closely with the stores. jh: what platform do you use to develop your games? ga: we use unity 3d. it allows us to create high quality visuals on a wide variety of devices. we programmatically detect the hardware in terms of performance. for lower-end devices, we show optimized graphics, switching out some of the visual effects so people can still play it. the game is not as visually rich at the lower end, but it's still playable. but for higher-end devices, we switch on all the bells and whistles. we’re quite happy with what unity allows us to do. jh: on your website, it says my.games has $562m in annual revenue (2020 figures). that’s amazing. what has been your strategy for generating revenue? ga: there are several factors at play here. primarily it’s the company’s diversified portfolio with 150 titles across various genres for different audiences. anyone can find what they’re looking for in the my.games catalog. the second factor is that we are proactively developing our mobile projects as the mobile market is the biggest and fastest-developing sector and therefore more promising. 75% of our revenue accounts for it. finally, the third factor is our global focus. this is why international sales accounted for 77% of my.games revenue in q3 2021, with the u.s., germany and france as the top markets. jh: why is it important to offer your game on galaxy store? ga: galaxy store is a great way to increase the player base in important territories. the biggest territory for gaming companies is the united states, of course. and we see quite good coverage in the u.s. for galaxy store. it’s been a very positive experience for us. marketing and user acquisition jh: what are some of the ways you promote left to survive? ga: here are our websites and channels: my.games: https://my.games/ left to survive: https://lts.my.games/ facebook: https://www.facebook.com/lefttosurvive youtube: https://www.youtube.com/c/whalekitgames/featured jh: i noticed you have left to survive video trailers for your active facebook community. ga: we actually use some of these trailers for user acquisition. we have an in-house team to produce these video creatives. some of them are really cool. some of them are quite funny. this is something we pay quite a lot of attention to. because nowadays, most of the user acquisition is done via advertising in other applications. it’s done with videos; every company does that as a standard way of looking for new users. you just show your ads in somebody else's application and people may click on it. jh: i see the trailer for the game like a movie trailer at the theaters or online; if it looks interesting, i will make a mental note to go see it. maybe after watching the trailer for left to survive, i’ll want to learn more about the game and try it. very clever. diversity and inclusion jh: what is my.games doing related to diversity and inclusion? ga:. my.games believes in equal opportunities for everyone. we never look at nationality, race, sex or beliefs. the ratio of women to men, for instance, is around 40% to 60% and growing. it’s quite common to see women in all positions, including management, engineering, marketing, game design, qa. jh: what do you do for fun outside of work? ga: i love playing beach volleyball. even in winter, when there’s snow outside, there are indoor “beaches” where you can play beach volleyball. jh: i’ve never heard of an indoor beach. ga: yeah, they bring in net posts and lots of sand. it’s a lot of fun. jh: what else? ga: i love sports as a whole. i used to play quite a lot of football (soccer). i love travelling with my wife and three-year-old son. we’ll take a car and drive somewhere. of course, with a small kid, it's not as easy. but now he's growing up and can handle longer journeys. we’ll do more of this again. jh: thank you for your time george. it’s been a pleasure getting to know you and whalekit. congratulations again to your team! ga: you’re welcome.
Jeanne Hsu
Connect Samsung Developer Conference
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Learn Developers Podcast
docmovies and whatnot but now, it really changed right now, you know that the trend that we're seeing that we're trying to lean into is, you know, people just whenever live gives them a small sliver of time yeah, in that moment, no matter what the situation is, people want to have the highest quality form of entertainment available to them no matter if it's on pc, tablet, tv, mobile phone, right, truly, wherever it is and that change pushes us as game developers to adopt, and this case to really embrace mobile ai, because it's not just about that trend it's also for a lot of people mobile is kind of the first and maybe only gaming platform they ever own yeah, so for us, it's also so important because they're all these hundreds of millions of people all around the world, that define who they are, as a gamer through the lens of a mobile phone and we want to be there because we want to show them what it could look like to be a gamer through the lens of riot, because we really want to make sure that they get the best possible experience and that's why we've started to embrace mobile and this took as a really long time, arguably too long because it's paired with other beliefs that we have, that we really want to deliver the highest quality form of entertainment and mobile took us a while to get there at the beginning, it was like the technology wasn't really there for us to have the capabilities to create these deep and engaging experiences because we didn't just want to use rip and you know, put something on a phone that when people look at me like right, what you put on a phone has nothing to do with the game or the ip i know and love over here so where’s that game? like the gameplay that made that pc game so special? we wanted to make sure that when people pick it up, and they're like, hey, this is a league of legends game that the mechanics to the quality that they can be like proudly say yes, yeah, this is a league of legends game so it took us a little bit longer to get there but now it's definitely part of how we think about the entertainment world right that mobile is a big part and arguably more growing part compared to pc and console tony morelan 14 50 so last year, riot games won a best of galaxy store award best strategy game for league of legends wild rift, tell me what did it mean to win that award? eric krause 15 01 people can see it right now i'm still smiling just kidding about it, because it's so awesome to see i called validation i because you can say all day long, right? that, hey, we're trying to, you know, really build the best things possible on a device on a platform to make players proud but it's really hard sometimes to quantify that right, as hundreds and hundreds of people are working on this day in day out so when do you know that you're probably on the right track? and one part is, obviously, players will tell you if they're happy or not yeah, but the other one is also, you know, recognition by the industry and that's why this actually means so much to us, as a team that is working on the game because it is that signal, i would like, hey, you know, samsung galaxy said, you know, this is one of the best games of the year and that makes us proud and that's why we should not only share that with, obviously, our fans, to make sure that they're like, hey, you know, we won this thank you guys, all out there yeah, to make it ultimately happen because without players, we wouldn't do these things but there's also now a very important part of, you know, how we think about the game and trying to recruit people because it's also the thing i'd like, as we all recruit for talent, i have so many choices of course, using it like, hey, this is an award-winning team definitely helps riot as well as a company to get more super awesome talent and to make even better experiences down the road so it's a very important thing for us yeah, tony morelan 16 33 i know, i've done a lot of these interviews with past winners this is the first time that i've heard that a company actually uses that award is a way to entice and encourage, you know, talent to come their way so while griff is fairly new, when was it actually released, eric krause 16 50 radware was released or started to release in fall 2020 and as they started to, because what we did is we launched in multiple waves, we started in fall 2020 launching in southeast asia and slowly over the course of time, up to our more recent launch in china, we just did a wave by wave and start to expand the availability of wildlife globally tony morelan 17 17 what's the what's the reason behind that sort of rolling release? eric krause 17 21 it was more of a technical nature, trying to because you find the balance right between when is everything totally ready for a global launch? versus when we have something we believe in? how fast can we deliver player value? yeah so finding a balance, sometimes it's this inner pole between you because one side i really wanted, like, don't do it, don't do it other than that, go push it out, push it out, of course so we decided to do that way to really, you know, get more player feedback along the way earlier, but also still give them experience in the earliest stages of the rollout that we still believe then being a good experience for them tony morelan 17 59 got it so it's almost like doing a beta release for software? pretty much yes so you know, knowing that league of legends was extremely popular on pc, and then you decided to come up with this mobile version wild rift, tell me about what is the process for building a mobile version game? eric krause 18 16 it was a long one you know, we spent several years trying to figure it out, really and what it led to was rebuild everything because the first instinct, right, when you have something that is working on pc is all let's just see what we can port over right? and, sure, we tried, but it didn't feel right when we want to be on a platform, right? when we want to put a name on one of our games, we want to proudly say that this is the best we can do it it's that's the best possible experience you can have right? and but just porting it, that didn't feel right, because a pc game wasn't made for the different screen so we decided we need to rebuild everything, using a different engine, you know, rebuilding all the art assets because when we started that approach, that's when it started to really click in terms of making use of the capabilities that a phone has, and also making sure that it just feels right, because now the thing is with the touchscreen, right? you can almost feel your champions and i obviously say that in a crazy way but if you just think about right like now you drag like an ability of a champion really on the screen, you see exactly what the tell the champion reacts to it it's almost some degree more direct the interaction with your champion, so it needed to feel super crisp so we decided to rebuild everything but it also gave us the opportunity to touch up a few areas of the game that you know, as you can imagine, at that point, you know, the game being more than 10 years old on pc that didn't hold up, you know, as well over the course of time so we actually started to rebuild a bunch of things to even like in terms of what champions look like, visually, to get them kind of on par with a modern for 21st century, it was kind of an opportunity as well and for us tony morelan 20 11 yeah, no, you know, we are really proud and excited that you guys decided to bring your game over to the galaxy store tell me are there any unique aspects or optimizations to the to the game that fans download from galaxy store? eric krause 20 24 yes, i'm not going to voice with the technical details but at the end of it all, is we wanted to make sure that no matter if you have a high end, samsung phone, or if you have, you know, a more entry level one that the game really gets the most out of the phone is that you get the smoothest possible experience and that require actually really working with samsung, they were super open for him to really work with us and help on optimizing the engine, but also working with us on some new sdk functionality that really allowed to make sure that the fight between terminals, like how much heat is being generated on one end, but also, how much power do we really put into all the components like cpu gpu, that we always find the right balance, that no matter, you know, how heated the fight is that your phone doesn't overheat, yet still gives you the smoothest experience, and been working endlessly for a couple of years, you know, with everybody at samsung, and we believe, you know, we achieved what we wanted to achieve, which is really giving you the best possible game experience on a galaxy device tony morelan 21 37 yeah, and knowing that, you know, we have so many different form factors with our traditional phone, as well as the z fold, and the z flip, all of which can be used to play wildlife correct? eric krause 21 48 actually, in fact, i do play wild rifts on my phone tony morelan 21 52 that's great so tell me about this relationship with samsung how did that first start? eric krause 21 58 it's fun sorry, because you know, samsung and right, we're thinking very similarly, about the space and that is really, how can we provide the best possible entertainment experience on the go? i had that is true for samsung, right through their products but it's also true for riot with our games and software so through that those early conversations, we pretty quickly identify like, it's pretty obvious for us to work together on this site and from there, it was all history, i had started to partner and really figuring out the ways on, you know what that means for us as two companies collaborating with the sole purpose of giving gamers the best possible experience on a mobile device and that partnerships now ongoing for like, last two, three years tony morelan 22 47 yeah, that's one thing i do love, you know, working at samsung, they really do push that the partnership side of things i mean, i made myself totally available to the community when it comes to my areas of expertise at samsung and they've really pushed out with a lot of the people here so it's not just that, you know, we're a platform for you to deliver your content but we want to work with you to make the experience truthfully better for all those that are using our devices in your content so with wild ruth being such a new game, i'm sure it is extremely important and challenging to do that, that initial marketing, to promote your game so tell me about some of the tools and techniques that you guys are doing to help let the community know that hey, there is wild riff, and it's time for you to play eric krause 23 28 yeah, absolutely um, so in today's world, but when you think about it, you know, you have to really be where players are, you can't be as selective anymore as you might want it to be 1015 20 years ago, and that really is the guiding thing for us when we thought about, you know, marketing the game and you know, celebrating the launch of it and specifically being a mobile game what does it mean being where players are for us that was, you know, heavy emphasis on social media, on content creators, and just general video platforms, because that is the core circle of you know, how people on mobile phones consume content these days so that was a very big investment of ours, to really lean into that, you know, and work with the right parties but the other thing that's exciting is when you think about mobile is, you know, the capabilities that it brings that you weren't really able to do on a pc, even when it comes to marketing what i mean by that is like, guys, a great example is, you know, using ar and vr technology, you know, on a mobile phone, it's actually pretty straightforward so we played with a bunch actually made microsites for events and launch events we turned them into three dimensional things you can actually walk around in and up there we did 180-degree videos so as you watched it depending on you know, what you were looking you saw a different thing of the scenery and of the story being told that video, and all these fun things i did you can start doing and creatively unlock if you embrace mobile as a platform, not only what the game is app, but also how people consume content, right? and then the other aspect being a mobile game specifically as it sounds, it's mobile, right? it's on the go deck will have it everywhere, even real life so for us, it was also important component to figure out what, how can we promote it, where people are out there when they use a phone, right, so not just being on the phone, but in the actual real-world context so obviously, with the covid, 19 situation happening was a little more tricky for us to do so but we still were able to find, you know, arguably great and yet safe ways to do that in the real world like, for example, in southeast asia, in some markets is all about food, right? like people love food there, they'll go to street vendors, you know, just grab something and even make it a social hangout space, i will just meet around a food cart sure, we really leaned into that aspect in southeast asia and actually created a campaign that celebrated some of the fruit that you find in the game on the map, brought it to real life actually created something that looked like it but felt very specifically, i guess, different, sure, and created an activation around it and we're really proud of that one because again, not only were we able to pull off, despite all the constraints around us but it also was more recently recognized, winning a grand clio, for one of the best marketing experiences over the last couple tony morelan 26 26 of years wow, that's exciting and for those that don't know, the clio awards are basically the oscars when it comes to marketing and design so and i understand you also did something pretty creative with youtube, as far as an event, so yes, eric krause 26 41 we also did something, youtube, which we also want to clear for and that was really the concept of while people are waiting to play the game, because we're doing it in rollout stages, like one wave after the other what can we give people in a cool interactive form, to kind of experience the game without playing it and wanting to come to mind is as part of the game key objective, and the game is bare nasher, which is this massive, giant warm thingy, that that you can slain as a team and we made a game on youtube, about that experience but it was kind of an all versus one kind of experience we're all players watching the stream had to come together, and actually work together to in this case, slay and bear nowshera through various inputs that they could give through chat and whatever the chat inputs were that the community decided something would happen on the screen, in terms of fighting him with a specific attack called different champions and for help heal yourself and things like that so it's kind of a massive, interactive game, that that people play it and it was really cool to kind of again, test the waters with what's possible, with all the platforms out there tony morelan 27 59 wow, what a great and super creative way to truthfully build a community to, you know, act as one so all total to date, how many downloads? how many users would you say i've played while drift? eric krause 28 11 it's hard to say, but it's definitely high up there to 10s of millions but i think the best number that describes you know, when we think about league of legends, you know how big it is, is a number we just recently announced and that was for the end of last year, we had 180 million people in a given month, play, you know, a league of legends game wow and the majority of that is driven by wild drift actually, i have because, you know, people were waiting for having finally a mobile part of this ecosystem available to them and that that is really, you know, the promise that we delivered upon, giving them something that they could proudly call legal legends is now you know, available on a mobile phone, because it is league of legends, it is the core game and people pay that back to us by coming, downloading and playing the game and we're really proud that we were able to expand the ecosystem for our players the way we did tony morelan 29 15 that's amazing and that is that is huge, especially for a franchise that just shows the longevity of the of the brand, after all these years to still be creating new experiences for the community and seeing the community grow that big eric krause 29 28 it's the proof point that the product lifecycle curves that they teach people during the mba is that they can be defied if you just really have a customer focus, tony morelan 29 38 but how do you guys come up with your ideas for games? the beauty eric krause 29 41 of making video games is really, if you can dream it up, you can make it sure and so that really the creativity in your mind is kind of the limiting factor here and because of that inspiration can truly come from anywhere for making a game and finding like what what's fun about different experience, being it reading a book, you know, watching just our fans talk on youtube about something, right, playing a board game, or just generally just sitting there in a rocking chair and you know, thinking about, like, what could be better in the world, you know, truly, ideas can come from anywhere and that's the exciting thing about gaming as a medium, because it's like creating these things that are interactive, for people to then explore themselves and be surprised and delighted by and because of that, you know, an all push for finding new ways to give players what they would want and that is that more robust ecosystem, we now have invested into a pretty robust pipeline of r&d games so that visit different genres, to really make sure that one day we can give as many players as possible, kind of the ecosystem that they deserve tony morelan 30 54 i love what you said about if you can dream it, you can make it a game and that's true, because i remember the first time i picked up cards against humanity, absolutely love playing the game and as soon as i was done at a notepad, i'm like, okay, how can i make my version of cards against humanity, it just was so simple but so, so much fun and that was true you know, for many years, i've often come up with ideas for, you know, game boards, or collectible, you know, items even going so far to pitch some of these ideas none of them worked out i ended up deciding to go into tech but yeah, i love what you said that if you can dream it, you can make it eric krause 31 33 yeah and that's the thing i had, it's like it all, it doesn't have to always work out, right? even was trying to see if there's something there with your idea as crazy that might be sure there's a high chance it will not work out that's the same for us in our r&d pipeline and just because we're starting to invest into a game, it doesn't mean that we're going to make it ibm has a high chance that as we go down that rabbit hole, and we're like, yeah, we weren't really able to find the fun or like, yeah, i don't really know how to make that game it just possibility i so there are a bunch of things that are being canceled internally or put on a shelf but the things that you learn from it, probably inspire something else and that's something else might become the next big thing it might change humanity forever beyond yeah because a lot of the things that we now take for granted in all worlds, sometimes were accidents, i will people will actually try to invent or find a different solution to different problem and then as a side product, they invented x, right? yes and that is what's always keep trying tony morelan 32 41 so when it comes to like developing a game and pitching that, that that concept i can imagine it must be a little bit like actually pitching a movie i mean, with storyboards, storylines, characters, i mean, games have become so involved that that's how i think it would be but tell me, is it? is it anything like, you know, pitching an idea for a movie? eric krause 33 01 it's, tony, it's definitely a process because a lot of people think about making games, just pay a bunch of people get together and just make a thing, and then they release it right and sure, that could be a way but probably will not give anybody the results they're looking for and players probably would look at me like, what is the scam? is it's not fun, it doesn't feel right so that's why it's really going through that process of multiple stages that kind of really stack on top of each other in a sequential, right, because we want to make sure that first, the core idea of what makes that game fun, potentially, is really thought out i've really thought and it goes through the process and figure out like, hey, do we believe that this will be true? then it kind of when that is happening goes to the next stage of like, can we actually make that game before even really making the game? because that's the other thing you might dream up this crazy idea, but nobody has an idea how to actually make it clear and that will also be problematic so that's really about focusing on all the kinks i'd like so what would an animated character look like? and feel like? how much work? is it actually to make it or whatever it is like, what would this open world feel like? and what's the visual quality target? we're aiming for all these things, trying to figure out these answers to all these questions to before the game actually goes into full production that's when you actually make the game and again, it seems a little counterintuitive, right? because people like well, why waste all the time at the beginning but it's really part of the process for us to make sure that when we release a game as riot, that players can be proud of it yeah, when they pick it up it doesn't just feel awesome but it really changes and provides value to their lives, right as a gamer we want to have that high borns high bar that's why not every game will make it to that pipeline it's okay everybody knows that but that's really important aspects of it tony morelan 34 55 so how long would you say it takes to go from concept to actually a published game? eric krause 35 00 it's really depends on, you know, the genre, the type of game, the scene, the scope of it, either you can see games that are actually done in two years but you can also find games that will take five years plus, i had to go through that pipeline so it's really variable based on kind of the project tony morelan 35 18 and that is quite an investment, you know, to have to forecast out like, hey, this is we're not going to see a return on this for another three to five years that just shows you the commitment that riot has eric krause 35 29 well, i think we're right, it's not it's not even that it's not that we're thinking about, hey, you know, what's, what's the investment for just putting a game through r&d? because the philosophy of riot, it's about that long term value to the player ecosystem? sure that that is kind of our very first way of thinking about it so rather than thinking for us, it's like, okay, it doesn't take two or five years to put it through, it's more like, once it's out, can this be a 10 plus your game that really pushes the genre forward, that really changes the game exchange that really adds to our ecosystem in a long term way, and provides value through that that's how we think about it and that makes it a little bit different in terms of sure how we approach games but again, that that's how the whole belief of the company is built around that and it actually makes for in our eyes for better outcomes for players tony morelan 36 22 sure, sure you know, there's a lot of competition out there with the with gaming, what has been your your strategy for discoverability? eric krause 36 31 it is, obviously, you know, people have choice there's no way around that but there are a couple of things that that we try to do a really put our flag down in terms of making sure that players actively seek out riot games, because obviously, there's the obvious answer of like, hey, you spent all this money on media on user acquisition, right? i mean, that's a fair way of doing it and riot is participating in that way right of pushing discoverability but there's also the other aspect, right? if you do create an environment that people cherish, i've been through a super recognizable ip that has stepped or through really providing highest quality entertainment options available, no matter the platform, all of a sudden, you get players that want to play your games yeah, i had that actively, you know, looking for the next strike game, not only for themselves, but even to the degree to talking to the friends about it and that is kind of the other part to us, either naturally, probably the leading thing, actually, for us to really invest into these high quality, ip driven ecosystems, that gives players the best experience and then through that kind of grow from the inside out what were people who are in within the ecosystem are happy to go out to their friends, you're like, hey, this is an amazing game, you should play it with me and that is the two components for us but as i said, the latter one being the more focus piece of tony morelan 38 01 it yeah and i think in another way, it's also evident how you don't have to pay to play that there is an opportunity for people who just want to pick it up and, and have a little fun with it but yeah, obviously, you know, you can generate revenue through wild rift so what has been your strategy for generating revenue? eric krause 38 20 all goes back to when it comes to how do we make money because yes, we do have to make money one way or the other because our philosophy is we want money to reinvest back into the ecosystem sure for us, we don't want to just do it in a way that feels bad that's like a big thing like, if somebody gives us money, we want a player to feel good about it, because they got great value and that means we don't want to partake in some of the more predatory monetization models that exist out there so as gamers, for example, you know, you hated when there are these energy systems that limit the amount of time you can actually play a game, or you have to like refill your energy or whatever to, you know, play another match or something like that we don't do any of that we don't want to limit how many times you can play we also don't want to sell anything that give somebody an unfair advantage in terms of making them stronger, or having all of a sudden different abilities that you don't have access to so it's really about, you know, allowing people to monetize to do by things that are more appearance based, more vanity based because that way it's about them deepening their almost relationship with their favorite champion with a favorite character and that doesn't have really any impact on somebody else playing with them in the sense of being unfair, but instead gives, you know our players actually more diversity for the champion that they already no love, and more different appeal, and almost celebrating it with them that they have gone so deep, you know, with the champions and that's really the majority of, you know, for us and how we think about monetization yeah and that is really the focus for us tony morelan 40 16 now, you know, the user experience on mobile is different than it is on pc what were some of the challenges that you guys face when, when it came to designing a mobile game? eric krause 40 26 it's, it's very different, right? that's why we really, really had to rebuild it in terms of design as you have a smaller screen, sure, but also completely very different input mechanics and how you steer, i had a champion so really rethinking all of that was a really big part of the prototyping phase of the game, to redo even some of the champion mechanics to better fit the, you know, mobile environment, to again, really make the best out of it or another great example, for the design experiences, you know, average game on pc is probably 30 minutes to play league of legends but nobody wants to spend 30 minutes, you know, into a heated match on a phone, actually, for people that think about phone more so is like, more bite sized experience that they can have on? sure so that was a big thing for us it's also well, from a design perspective, it's like, oh, how do we bring it down to let's say, 15 minutes i to make it more bite sized, without losing the core experience that people know and love from pc so that was like, as an example for, you know, how we thought about the design problems to solve going to mobile, but again, to really make use of mobile, not just a software for the sake of it, but to really leverage, you know, what mobile is giving you then when it comes to publishing is also very different we self-publish, you know, the game, on pc and that obviously, is only means that, you know, we use our own tools, everything sure but if you think about mobile, and we work with great partners like samsung, i had to get the game out to make sure that people have a great convenient and safe environment to get the game from so there, it's actually for us learning all the ins and outs of the tools and the capabilities and even working, you know, with samson to figure out if there's any functionality that might be missing, that would be cool to make it even better experience for players so that was actually also a big switch for us, that we had to learn and really invest into to teach ourselves what that looks like sure and then also the marketing aspects of it all as well you can't just copy whatever you're doing on pc from a marketing front and just call it day i like yeah, we did it cool because it's not only the way again, people consume media slightly different but as far as i can go back to opportunity, because people might notice that, you know, the game is actually called league of legends wall drift it's not just called league of legends or league of legends it also looks slightly different feels slightly different and that was purpose because as we think about wild rifts within the ecosystem that we've built, while two of more so is kind of to inspire the next generation of legal legends fans so what does that mean, for us, as we, as people consider playing us or not? yeah, are the changes that we should be making to be more appealing? and that's what we did because also the game is slightly different in some detail mechanics, we didn't want to mislead our core fans as well, but completely saying hey, they exactly the same because they're not core fans will immediately be like, hey, this ability, eric, that's that one is different so don't call this exactly collections, because, you know, that's slightly off and that's, that's, that's awesome, because our fans are as dedicated so we also didn't want to mislead them hence, also part of the marketing experience being slightly different be like i know, this is league of legends while drift, which still totally deserving of the name league of legends because yeah, it is that core experience, but it's still slightly enough different to give it that different tone tony morelan 44 01 yeah now, you know, one of the things that stood out for me when i first played the game, was the music i mean, it was extremely cinematic so tell me a little bit about the music of league of legends wild rift eric krause 44 13 yeah it's so interesting what music can do to an overall experience i remember, i had to play test at some point and it wasn't a music it was like a bug it was like, pre before release and it was so interesting to me because it felt so wrong but initially, i couldn't pinpoint what's wrong with it, because i actively didn't notice that the music was missing but it really felt i was like, what's going on? is this this doesn't feel right and then eventually, we were like, oh, yeah, the music is not playing any of this i'm like, ah, yeah, that and that now i feel it i and that's the thing it's, you know, most of the time people don't really think actively about music, yet it plays such a big part to connect you better to the experience you're having to how can music be part of that emotional connection to what you're doing so it's not just some fireworks going off on the screen but that also that you feel that if something is on the line, the music should help tell you that at least subconsciously like, hey, something's on the line but the same, so it's like, if you go back to, you know, your home base, your fountain in the game, the music policy tell you like, hey, take a breather, right? it's okay, like, this is a safe space and that's really how to think about music i'd like making that like a way to connect better with the experience, even though people don't actively notice tony morelan 45 35 and all of the music that you're hearing in today's podcast, is from the league of legends wildlife soundtrack so now that you've worked with samsung, so closely on bringing your game to the galaxy store, what advice can you give developers that would like to do the same? yeah, eric krause 45 51 i mean, being on mobile, for me is about reaching massive audiences, massive audiences that use their phone to really define who they are as a gamer and when you think about it that way, samsung is a massive part of it, i had, it's one of the largest phone manufacturers in the world dedicated to creating the best possible experience on the go and that lens, kind of, at least for me, thinks about as like, and it's a no brainer, i had to be on the galaxy store, especially, you know, as we found out through our experience, that the extra work required to do so it's actually very minimal so it's a great value add, add to reaching, you know, more players, and eventually more fans of your products, through again, a lens of quality and pushing experience forward so i guess the short answer is just do it tony morelan 46 51 wonderful that's great so tell me what is in the future for riot games eric krause 46 57 our ceo, nicolo, he just recently actually shared a blog post about that on riot games com that kind of spilled the beans a little bit of our next five plus year journey that we're taking on as riot games and because for us, it's really about that expansion of the ecosystem and how can we, again, make it better to be a player? how can we find better ways for people to express fandom? how can we give them more experiences, beyond the ones that we've already provided to give them a more diverse way of interacting with riot games, league of legends, ip, or maybe even new ips, and says long blog posts, it talks about all these things in detail but that's kind of really what you can expect for us to keep chasing, you know, our players and then needs that will see us invest in our existing games, but also many new ones across many new genres we will really push esports further beyond our games, because we believe that esports is just an integral part of the entertainment environment in the future i had so we'll try to innovate and push forward there but also explore different mediums i mean, we've just done it with arcane, that released on netflix, just several months ago, but expect us to do more things that are not just games again, the pursuit of providing super rich ecosystem that people can be proud of as a fan tony morelan 48 27 yeah, so arcane is the this new animated series on netflix i actually watched a little bit of it, it is hauntingly beautiful tell it tell us a little bit about that eric krause 48 36 you might think about like why is riot making a tv show? right? again, it goes back to you know not everybody has time to play games all the time yet, they're still a fan of thing that that you made many, maybe many years ago so how can we give them like a connection to their fandom back without telling them hey, play this new game or play this old game and that's where it is really about entering different mediums that have different accessibility bars miss case tv so for us though, and through that lens was very important to make arcane as kind of that first statement nardone to expand the universe really beyond just games for people to think about the league of legends, ip and ecosystem as kind of this multimedia experience that you know, crosses all these different mediums and this was the first kind of statement that we made and it goes really into the story of some of our most beloved champions and their background but there was also made in a way that if you are a fan of league of legends, and you couldn't really convince others why you're so crazy about legal legends that you could give them that show i'd be like, hey, let's watch it together it in an attempt for you to explain, hey, this is why league of legends is awesome, because you can watch it without any context of the league of legends world sure and that was also important to us to give our fans kind of an invitation that they could send to their friends and loved ones to be like, hey, you want to share my passion? he has a different way, how we can do that? tony morelan 50 21 yeah, so it really is obvious that riot games has become an entertainment company, not just a gaming company how big how many employees work for riot games eric krause 50 34 at this point, we're well past 3000 and still growing quickly because as you can imagine, right, it's creating all these dreams making them try to reality for our fans, you know, is requires a lot of people and, you know, we're not shy of investing into those impossible dreams come true across all of our offices, right? it's not just you know, here in la i know, we have offices all around the world and as part of our next evolution of riot, you know, we've seen more offices and games being made all around the world, and experiences being made all around the world it's really, you know, also capitalize on, you know, there's not just one type of gamer, depending on where you go around the world what means to be a gamer also does look and feel different so that is also something that we have to really think about, as we expand into, you know, the future of what riot can look like tony morelan 51 33 yeah, so people listening to the podcast if they're interested in working for riot games so what's the best way for them to learn about how to apply for a position at riot games? eric krause 51 43 yeah, i mean, you can find us on almost all the networks you can think of but generally, the two ones i do recommend is either go to riot games comm where you can learn more about riot, but also, you know, what we're up to, and you know, what positions we have open but also like on things like linkedin, where we all have our own presence and you can also check out you know, blog posts there and as well as our openings, and also even connect with writers and ask them about their experiences tony morelan 52 11 that's great and i'll be sharing all of the urls in the in the show notes for not just rankings, but also for wild rift and, and your social handles so with diversity and inclusion being such an important aspect of our of our society, right now, tell me what is riot games doing related to d and i eric krause 52 32 it's a very important question, tony and for riot, you know, the two lenses that that i described to people on how we are thinking about diversity inclusion the first part is obviously the one that people probably think first and foremost off, which is riot as an employer and, you know, me talk about my personal experience here, the way that, you know, riot has invested over the last couple of years into that space in terms of time, but you know, money and just general resourcing has been phenomenal i've never seen, you know, such a heavy investment being made to do the right thing because yes, it did require a wake-up moment for us as a company but that moment was really turned an opportunity, i had to make better to be a writer to work at riot games so now you know, it, there's not just an d and i team that exists, but also, you know, what they do and how they impact the company is part of all the processes all around i to ensure that no matter what might be, that riot is a welcoming, and fair environment for everybody and that is an extremely big investment, and actually really proud to have seen the reaction to arguably, you know, the not-so-great moments that we had in the past so i'm sure that that makes me actually pretty proud, based on my experience but the other part also that sometimes people forget when it comes to diversity and inclusion is right as a game creator, right? because with that, you kind of have a responsibility as creatives to create experiences for millions of millions of players around the world that kind of allowed them to relate or in better set like that, feel seen it through the things that you make sure, because you can quickly fall into a pit trap or, you know, just create the same things over and over again, that fit a worldview of specific group, but makes other people feel left out yeah and that's part of the responsibility that you have as a game creator so as part of the development process, to promote diversity and inclusion through that content that you make and a very recent example actually is valorant our shooter that we have because they're one of the most recent champions that just launched or agents it's called, is actually a female karen actor inspired by filipino culture because we want to make sure that you know, if you are, you know, not just one, but in the philippines, which arguably if you think about gaming, especially, you know, often a completely overseen and overlooked that if you are a filipino gamer, you're like, yeah, i feel seen sure i because there's now this agent in this game that, you know, celebrates my culture and i'm proud of them and that's an example of i had for how we as game makers also have some form of responsibility to promote diversity in our culture tony morelan 55 36 yeah, i love what you said not only about how riot is taking diversity and inclusion within the company, but then you're impacting your influence outside of the company into our society that is absolutely wonderful so tell me, what do you do? outside of all of your work at riot? what do you do for fun? eric krause 55 58 what to do for fun? getting to learn anything about new cars or old cars, so i spent unhealthy amount reading and watching videos about it tony morelan 56 08 so what was your what was your first car and what is your dream car? eric krause 56 15 my first car was, was an older audi a for a vons station wagon because in europe, we love our station wagons, which i know for americans like and don't like, of course, dream car is really hard, because there's so many amazing cars and sometimes actually fantasize about it like, i'll just pick one which one would it be? and, and probably right now, my dream car is a porsche 356 a, which is a very old school, porsche, but in terms of just the body lines, you know, just amazing unfortunate i never had a chance yet to drive one i'd probably drive so amazing tony morelan 56 56 that is so funny you said that because i was waiting for my turn and mine is also the porsche 356 ever since i saw the movie top gun, beautiful porsche just yes into the sunset i've always wanted to get my hands on one funny story my wife, she had asked me when we were dating, where do you see yourself, you know, later on in life when you retire? and i said, i see myself with a porsche 356 so hopefully, when that day comes when i do decide to retire, shall let me get that dream car, eric krause 57 28 if not some amazing fortune i get one i'll call you up and then we can ride together in the sunset tony morelan 57 34 thinking for a swim but hey, let's stay away from that la traffic eric krause 57 37 that's sure yes, that's we'll definitely have to go outside of las tony morelan 57 41 hey, eric, i really appreciate you taking the time to be on the podcast it was wonderful to hear not only about yourself, but the great things that are happening over at riot games eric krause 57 49 thank you it was a pleasure yeah, definitely thank you for having me closing 57 52 looking to start creating for samsung, download the latest tools to code your next app, or get software for designing apps without coding at all sell your apps to the world on the samsung galaxy store check out developer samsung com today and start your journey with samsung tony morelan 58 08 the samsung developers podcast is hosted by tony morelan and produced by jeanne hsu
Develop Samsung DeX
docoptional compatibility features modifying apps for samsung dex the following section includes tips on how to add extra features to a samsung dex app – such as assigning a menu action to a mouse right click for the best desktop experience, apps should meet these optional compatibility features however, they are not required to launch in desktop mode mouse right click enabling mouse right-click allows for easier interaction with apps for example, it can be useful for showing desktop-like action such as a contextual menu if an app uses the edittextview of the google api, it does not need to implement additional features for using mouse right click in edittextview, the following actions are available mouse right-click show contextual menu mouse left-double click on text select the text if an app is not using edittextview of the google api, this code snippet enable mouse right click @override protected void oncreate bundle savedinstancestate { super oncreate savedinstancestate ; setcontentview r layout activity_main ; layout_main = relativelayout findviewbyid r id layout_main ; registerforcontextmenu layout_main ; } @override public void oncreatecontextmenu contextmenu menu, view v, contextmenu contextmenuinfo menuinfo { if v getid == r id layout_main { menu setheadertitle "context menu test" ; menu add menu none, one, menu none, "menu 1" ; } super oncreatecontextmenu menu, v, menuinfo ; } @override public boolean ontouchevent motionevent event { if event getaction == motionevent action_down && event getbuttonstate == motionevent button_secondary { layout_main showcontextmenu event getx , event gety ; } return super ontouchevent event ; } mouse-wheel zoom enabling mouse-wheel zoom allows for easier interaction with apps that require multi-touch zoom pinch zoom in and out to operate efficiently for example, maps or games to enable multi-touch, an app must receive the wheel up/down event motionevent action_scroll in activity dispatchtouchevent motionevent event and apply the pinch-zoom function of the app with step by step information of the wheel scroll for example final float vscroll = event getaxisvalue motionevent axis_vscroll ; - vscroll is -1 0, wheel down - vscroll is 1 0, wheel up @override public boolean ongenericmotion view v, motionevent event { int action = event getaction ; if action == motionevent action_scroll { float wheely = event getaxisvalue motionevent axis_vscroll, i ; if wheely > 0 0f { // wheel down } else { // wheel up } return true; } } mouse icon change this allows the mouse icon to change when pointed at a clickable object to change the mouse icon, set android state_hovered="true" on the required views for example app/res/drawable/tw_list_selector_material_light xml <selector xmlns android="http //schemas android com/apk/res/android"> <item android state_hovered="true" android state_finger_hovered="true"> <nine-patch android src="@drawable/tw_list_hover_holo_light" /> </item> see android's pointer icon , set pointer icon and resolve pointer icon reference guides for more details mouse app scroll bar mouse scrolling works automatically if apps use listview, gridview, or scrollview / horizontalscrollview of the google sdk see android's app scroll bar reference guide for more details keyboard shortcuts keyboard shortcuts provide enhanced multi-tasking usability in apps see android's keyboard input reference guide for more details this may include features such as closing popups —> esc switch between open apps —> alt-tab take screenshot —> prt sc undo/redo —> ctrl-z/y cut/paste —> ctrl-x/y select all ctrl-a drag and drop files drag and dropping files in android allows you to easily move files between views see android drag-drop , drag on listener and drag events reference guides for more details configure app size change the size of an application window, on supported devices running android 7 1 1 + , while connected to samsung dex set window size in dex mode method 1 adding meta-data in the androidmanifest xml the following meta-data can be used to customize the launch window size for an app in dex mode this meta-data could be declared in element if the meta-data launchwidth and launchheight is set to 0, the activity will be launched in full screen in samsung dex mode meta data value remarks com samsung android dex launchwidth int dp app launch window width com samsung android dex launchheight int dp app launch window height com samsung android sdk multiwindow dex launchwidth int dp app launch window width * this would be deprecated from samsung mobile with android o os com samsung android sdk multiwindow dex launchheight int dp app launch window height * this would be deprecated from samsung mobile with android o os <application> <!--fullscreen window--> <meta-data android name="com samsung android dex launchwidth" android value="0" /> <meta-data android name="com samsung android dex launchheight" android value="0" /> </application> <application> <!--tablet size window--> <meta-data android name="com samsung android dex launchwidth" android value="800" /> <meta-data android name="com samsung android dex launchheight" android value="600" /> </application> method 2 setting launchbounds in the code activityoptions uses the setlaunchbounds api to launch an app in fullscreen mode for example, set launchbounds as 0, 0, 0, 0 to launch the app in fullscreen in samsung dex mode the code below demonstrates how to set the launchbounds // ex fullscreen window activityoptions options = activityoptions makebasic ; options setlaunchbounds new rect 0,0,0,0 ; mcontext startactivity intent, options tobundle ; // ex tablet size window activityoptions options = activityoptions makebasic ; options setlaunchbounds new rect 200,200,1000,800 ; mcontext startactivity intent, options tobundle ; other meta-data used to set the property for window size the following list contains details needed to configure the android 7 1 1 + window size meta-data provided by samsung to set the maximum size of window dexlaunchwidth, dexlaunchheight <application > <meta-data android name="com samsung android sdk multiwindow dexlaunchwidth" android value="100" /> </application> <application > <meta-data android name="com samsung android sdk multiwindow dexlaunchheight" android value="100" /> </application> meta-data provided by google to set the minimum size of window minwidth, minheigh <layout android minwidth="320dp" android minheight="320dp"/> </layout> timing delay for header and footer samsung dex provides the ability to add a delay on the translucent header and footer bar in an application when the mouse hovers over the top or bottom of the screen, this bar will appear without a delay by default this customization method allows for a more immersive full screen experience with samsung dex meta data value remarks com samsung android dex transient_bar_delay int msec this value indicates the delay until the translucent bar is displayed * translucent bar header/taskbar in samsung dex full screen mode <activity android name=" testactivity"> <meta-data android name="com samsung android dex transient_bar_delay" android value="2000" /> </activity> disable presentation class on samsung dex mode presentation class allows an app to show content on a secondary display this may not be ideal for samsung dex apps, and can be disabled if needed see android's app presentation reference guide for more details disable fixed orientation for camera if an app requires fixed orientation for camera use, it may not translate well to samsung dex desktop mode fixed orientation for camera can be disabled, if needed see android's camera reference guide for more details some tip for real-time camera rotation control when connected to samsung dex, you can change the orientation of the camera image to best suit how your device is physically set up for example, if you have your camera mounted in landscape mode, you can display the image in portrait mode figure 11 orientation of camera you may also encounter orientation changes are needed in the following scenarios the camera app is launched on the dex screen in samsung dex dual mode the camera app is launched on the presentationview in screen mirroring mode surface configuration check the preview direction after excute camera app on the dex screen use surfaceview class surfaceholder [auto rotate is set to on]-> whenever rotate device to 90 degree and -90 degree, preview screen is also rotated in the right direction [auto rotate is set to off]-> rotation issue is occurred use textureview class rotation issue is occurred so, applications to utilize the camera in samsung dex can change the direction of a device and rotate the preview/capture screen with the camera api camera api version surface how to rotate camera hal 1 android hardware camera1 surfaceview class surfaceholder use setdisplayorientation int degree supported by camera1 api camera hal 3 android hardware camera2 surfaceview class surfaceholder camera2 api does not support to setdisplayorientation int degree in only case of auto rotate set to on, > whenever rotate device to 90 degree and -90 degree, preview screen is also rotated in the right direction textureview class application can use setrotation float rotation or settransform matrix transform supported by textureview view how to implement this solution check the mode that the app run whether samsung dex dual mode enabled or not / the presentationview in screen mirroring mode enabled or not // checkable whether device is in dual mode or standalone mode object desktopmodemanager = mcontext getapplicationcontext getsystemservice "desktopmode" ; if desktopmodemanager != null { try { method getdesktopmodestatemethod = desktopmodemanager getclass getdeclaredmethod "getdesktopmodestate" ; object desktopmodestate = getdesktopmodestatemethod invoke desktopmodemanager ; class desktopmodestateclass = desktopmodestate getclass ; method getenabledmethod = desktopmodestateclass getdeclaredmethod "getenabled" ; int enabled = int getenabledmethod invoke desktopmodestate ; boolean isenabled = enabled == desktopmodestateclass getdeclaredfield "enabled" getint desktopmodestateclass ; method getdisplaytypemethod = desktopmodestateclass getdeclaredmethod "getdisplaytype" ; int displaytype = int getdisplaytypemethod invoke desktopmodestate ; isdualmode = isenabled && displaytype == desktopmodestateclass getdeclaredfield "display_type_dual" getint desktopmodestateclass ; isstandalonemode = isenabled && displaytype == desktopmodestateclass getdeclaredfield "display_type_standalone" getint desktopmodestateclass ; // check isenabled, isdualmode or isstandalonemode as you want } catch nosuchfieldexception | nosuchmethodexception | illegalaccessexception | invocationtargetexception e { // device does not support dex 3 0 } } else { // device does not support samsung dex or is called too early on boot } // check whether presentation is enabled or not import android hardware display displaymanager; import android view display; displaymanager displaymanager = displaymanager context getsystemservice context display_service ; display[] presentationdisplays = displaymanager getdisplays displaymanager display_category_presentation ; if presentationdisplays length > 0 { ispresentation = true; } whether the app is running in the samsung dex screen or the device screen // checkable whether the camera app is executing on dex screen or device screen configuration config = mcontext getresources getconfiguration ; try{ class configclass = config getclass ; int sem_desktop_mode_enabled = configclass getfield "sem_desktop_mode_enabled" getint configclass ; int semdesktopmodeenabled = configclass getfield "semdesktopmodeenabled" getint config ; if sem_desktop_mode_enabled == semdesktopmodeenabled { isdexmode = true; } else { isdexmode = false; } } catch nosuchfieldexception | illegalaccessexception e { } get the sensor value for the device's rotation import android view orientationeventlistener; private orientationeventlistener morientationlistener = null; private static final int orientation_change_margin_in_degree = 15; public static final int angle_0 = 0; public static final int angle_180 = 2; public static final int angle_270 = 3; public static final int angle_90 = 1; public static final int angle_none = -1; morientationlistener = new orientationeventlistener context { @override public void onorientationchanged int orientation { angle = calculateangle orientation ; } }; morientationlistener enable ; // mapping the value 0,1,2,3 for the range of angle private int calculateangle int orientation { // default rule // -1, -45 315 <= orientation < 45, return value = 0 // 45 <= orientation < 135, return value = 90 // 135 <= orientation < 225, return value = 180 // 225 <= orientation < 315, return value = 270 // +- margin to prevent frequent orientation changes int newangle = 0; if orientation == angle_none { newangle = angle_none; } else if 315 - orientation_change_margin_in_degree <= orientation || orientation < 45+ orientation_change_margin_in_degree { newangle = angle_0; } else if 45 - orientation_change_margin_in_degree <= orientation && orientation < 135+ orientation_change_margin_in_degree { newangle = angle_270; } else if 135 - orientation_change_margin_in_degree <= orientation && orientation < 225+ orientation_change_margin_in_degree { newangle = angle_180; } else if 225 - orientation_change_margin_in_degree <= orientation && orientation < 315+ orientation_change_margin_in_degree { newangle = angle_90; } return newangle; } modify the preview screen with your desired value, as shown in the image above to check the value you currently have currently set, use setvaluable ispreview_amend // if using dual mode or presentation mode and the app run in dex screen, // amend the preview screen with the direction of the screen in real time // set valuable ispreview_amend to true to check whether the value has been modified morientationlistener = new orientationeventlistener mcontext { @override public void onorientationchanged int orientation { if isdexmode { if isdualmode == true || ispresentation == true { angle = calculateangle orientation ; if angle == 0 { mcamera setdisplayorientation 90 ; //using camera1 api //mtextureview setrotation 0 ; //using camera2 api and texture view ispreview_amend = true; } else if angle == 1 { mcamera setdisplayorientation 0 ; //using camera1 api //mtextureview setrotation 270 ; //using camera2 api and texture view ispreview_amend = true; } else if angle == 2 { mcamera setdisplayorientation 270 ; //using camera1 api //mtextureview setrotation 180 ; //using camera2 api and texture view ispreview_amend = true; } else if angle == 3 { mcamera setdisplayorientation 180 ; //using camera1 api //mtextureview setrotation 90 ; //using camera2 api and texture view ispreview_amend = true; } } } } }; morientationlistener enable ; in case of dual mode or presentation, amend the preview screen via the direction of the screen in real time set the valuable ispreview_amend to true for checking whether it is amended or not rotate the capture screen using values “angle” and “ispreview_amend” if the value of ispreview_amend is true, the capture screen must be rotated with the value of the angle if the value of ispreview_amend is false, the capture screen must be rotated with the value of orientation in case of using camera hal1 android harware camera1 , //rotate the capture screen camera picturecallback jpegcallback = new camera picturecallback { //rotate the image to the device screen matrix matrix = new matrix ; //if the preview screen of camera is rotated, the value of ispreview_amend is “true” //in this case, the capture screen must be rotated if ispreview_amend == true { if angle == 1 { matrix postrotate 0 ; } else if angle == 2 { matrix postrotate 270 ; } else if angle == 3 { matrix postrotate 180 ; } }else //if the value of ispreview_amend is false, the capture screen must be rotated //with the value of orientation { matrix postrotate orientation ; } } in case of using camera hal3 android harware camera2 and textureview, //rotate the capture screen if ispreview_amend == true { if angle == 0 { capturebuilder set capturerequest jpeg_orientation, getorientation 0 ; //90 degree } else if angle == 1 { capturebuilder set capturerequest jpeg_orientation, getorientation 1 ; // 0 degree } else if angle == 2 { capturebuilder set capturerequest jpeg_orientation, getorientation 2 ; // 270 degree } else if angle == 3 { capturebuilder set capturerequest jpeg_orientation, getorientation 3 ; //180 degree } } note app developers working with 3rd party camera apps must implement the correct settings according to the 3rd parties app structure appendix 1 the values to utilize for the preview / capture screen for a camera application int mdisplayorientation = mactivity getwindowmanager getdefaultdisplay getrotation the value of rotation angle for device camera camerainfo info facing rear camera 0, front camera 1 camera camerainfo info orientation angle difference between mdisplayorientation and preview screen call the api, camera setdisplayorientation int degree , with above calculated values for the angle of preview/capture screen note in the case where the camera app is selected through the samsung dex desktop display, this implementation is not allowed the above values will remain fixed as the monitor should not have the ability to be rotated appendix 2 use cases to modify the screen mirroring based on the device rotation enabling a device to rotate each has the correct value according to the rotation angle of the device disabling a device to rotate and set it to have a portrait orientation the values of the orientation and the angle must be set to “portrait” and “0” disabling a device to rotate and set it to have a landscape orientation the values of the orientation and the angle must be set to "landscape" and “90” note in the case where the camera app is selected through the samsung dex desktop display, have the values of “portrait” and “0” these will remain fixed as the monitor should not have the ability to be rotated appendix 3 implemented sample video look at the sample video when autorotate is on look at the sample video when autorotate is off samsung mobile browser follow these instructions to provide a desktop experience with the samsung internet browser by default, open web pages in “desktop view” instead of "mobile view" mozilla/5 0 linux; android $ver; $model applewebkit/537 36 khtml, like gecko samsungbrowser/$app_ver chrome/$engine_ver mobile safari/537 36 ? current values android_ver = 7 0 app_ver = 5 2 , engine_ver = 51 0 2704 106\ user agent string for samsung internet “desktop view based on chrome linux ua with additional samsungbrowser/$ver keyword allow users to switch to mobile when needed mozilla/5 0 linux; android $ver; $model applewebkit/537 36 khtml, like gecko samsungbrowser/$app_ver chrome/$engine_ver mobile safari/537 36 ? current values android_ver = 7 0 app_ver = 5 2 , engine_ver = 51 0 2704 106\ user agent string for samsung internet “mobile view” support mouse events in samsung dex mode, mouse events are processed as mouse events in mobile mode, mouse events are transferred to touch events however, because touchpad is a supported input device in samsung dex, touch events are also supported removing mouse event listeners on touch supported browsers might limit mouse usage on your web site support auto-play <video width="320" height="240" controls autoplay> <source src="movie ogg" type="video/ogg"> html < video > autoplay attribute works in desktop mode not supported in mobile mode
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