Unite Europe 2017 - How to get your game on PlayStation®

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Blue Box directly jump to step 9, create hype

👍︎︎ 13 👤︎︎ u/[deleted] 📅︎︎ Aug 14 2021 🗫︎ replies

I should add that this wouldn't apply for the "real time experience" thing since I assume Sony considers it an app instead of a game? The review process on something like that is assumingly much different as they obviously don't review every video on Netflix and Youtube

👍︎︎ 7 👤︎︎ u/fac12 📅︎︎ Aug 14 2021 🗫︎ replies

This video is from 4 years ago. Do you know if there's any update to this process since ps5 released and/or after the cyberpunk digital release?

👍︎︎ 3 👤︎︎ u/ciarandevlin182 📅︎︎ Aug 14 2021 🗫︎ replies
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hello everyone I've never done this type of presentation with this amazing setup so I was wondering why I didn't hear any microphone from out there and now I know why first of all as always thanks to the unity guys and to the organization because you've been always amazing I mean here today to just debunk some myths and make some awful clarity around what you need in order to publish your game on PlayStation as the presentation says the story might or might not involve dragons my name is Pierre Maria technical manager of the developer Technology Group we're based in London and we are also based in US and in Japan so what are we going to cover today essentially is how to get your games out on PlayStation I know I'm not going to give you a spoiler as an agenda it's a great journey it can be long but can also be very rewarding and if you don't know how to proceed it can be also scary this is why I am here this is why we are at the booth right outside so it begins the level one is obviously the company registration so in order to even begin the journey you will need to register your company or yourself with us URL is as you can see on the screen is partnered o PlayStation comm is a fairly straightforward process you will get this you need to fill in all the necessary information and the necessary information are this list basically we will need your name residence you will need to provide company documentation or if you are a sole trader we will just ask you the scan of the passport unfortunately we still require static IP that's because the IP needs to be white listed to access our portal and we also would like for you to use an email account that is not Gmail comp is possibly something related to your domain in your company or your game name whatever it is the registration nowadays might take longer than we hoped that's because we are experiencing a level of traffic we are working to reduce the turnaround time so don't get discouraged if you don't hear from us immediately but don't let this turn away from the rest of the trip registration is obviously free of charge you can register and you would also need to accept our global developer and publisher agreement and that includes an NDA that you will sign with us after that and after we will confirm or your login details and whatever comes in your inbox you will become registered PlayStation developer so level one is done level two is the one that everyone loves and it's dev kids after getting access to TPR Dannette which is our publishing portal you will be able to purchase the development kit or for dev kit for friends it is a necessary step in order to publish in our platform purchase system is really quite again straight for filling the order and the magic dev kit is going to come in your office no they are not horribly expensive don't believe people that tell you that they are horribly expensive the not praise price range is similar I would say even be lower than I NPC and there are different options available they might also be a possibility of having a long kit from our business group this is due to deals that we might have with you or because we discussed with you or because we love you or for whatever other reason in order to do so you will need to be in touch with our business side of things and I'll explain to you how once you will be registered and we step two level three you will also get access to our developer Network definite for friends on that net you'll be able to find pretty much everything you need for actual development we as decay TRC presentation for conference samples whatever else you have in mind is all they're basically definite is the tech side of things while TPR the net is the publishing and policy side of things on that net you will find us which is support the developer Technology Group you can raise private support issues you can post on the public forums that are still not entirely public but they're more public than a private issue and you can also interact with other developers in such public forums if you want to discuss with us something that is more specific to your game and you don't want the rest of the development team to read about it you can also raise private support and that issue will be visible only to you to us and to your organization if you have one we can also help with a different number of subjects we start from GPU CPU optimization Network submission TRC policy whatever else you can think of we are there we can provide support on-site or via conference call when needed and it's entirely free of charge this is our definite looks like unfortunately it's covered by NDA so I can show you but the background is that if you will need to publish it you decide to go ahead and publish the game on our platform you will need to fill in the GPP is basically a concept of your application it stands for global product proposal is not something that our group will approve or reject is something that we track but it's not gonna we're not going to give you an answer like we don't want your game or things like that it's entirely up to you what we will need the GPP for is also in any discussion related to deaf kit alone because we are going to evaluate the GDP and then possibly come back with deals or discussions about having to loan a dev kit the GPP is a fairly quick stage once that stage will be over you'll be able to then receive the product code of your game and start actual development on the on the platform you will need a product code for a number of things requesting services enabling trophy's network things like that so that is an essential step that you will need you can still start developing without the network features and all of that but this is fairly important at the moment unfortunately we receive one protocol per region you will not need to feel the GPP for all regions because no you will need to do once but you will receive three different protocols for the three different region that we are divided into level five is something that everyone loves again you will need to have your game rated by a rating agency and by rating agency for Europe we mean Peggy depending on where are you planning to publish your game you might need to submit it to a different rating boards because in Europe we love to have a million rating boards and all the details on these are listed on TPR Dannette on our portal we are aware that there is another way of certifying games that is fairly straightforward but we're still implementing it is taking longer in terms of unity specific things that you can get on our platform you can get a unity license to develop a feel for ps4 for free currently is mainly ps4 development however if you are shaping on ps3 and PS Vita then we can combine the things and give you license also for v10 ps3 in order to obtain one license you need to raise a definite red and some of our guys will just give you the access to the to the unity build you can also access specific unity support and this is available on dev net there is a forum available to you there are also paid for options if you need one from unity and obviously is all listed in the amazing FAQ that is on top of the four the unity forum just to let you know that unity releases for PlayStation are essentially in line with all other platforms unity like I said PlayStation add-on is made available on definite on the unity forum the only thing we kindly ask you is to make sure that the ps4 SDK version is in line with the version of unity that you are currently using and all of this like I said there are plenty of notes on dev net plenty of article you can read which as the gay version is required which unity version is currently supported and all of that [Music] after you've done all of this you're ready to start the fun the debug the develop and debug everything is ready you can now run your game on the dev kit and dedicate yourself to the amazing and sublime art of debugging remember as always the we can help we have an entire group that is looking after support so there isn't a question that is too small or too stupid to answer to come on dev net we are there we are epidural and like I said there is an entire group that is looking after this if your game is running on PC which we all hope you're already in a good spot because developing a ps4 is fairly straight forward from PC build we provide also a number of tools to connect to your dev kit from PC we provide profiling tools if possible our suggestion is to make sure you have some knowledge or someone in your team that we knowledge of C++ as you might be required for some tweaking on your side as always like I said before we're still always there don't be afraid of us for support if you need anything come talk to us it's just a post on dev net we are going to respond to you and we're actually here for this reason so after you've done all the fun stuff which is a develop and debug and make sure that the game actually run is the funnest part which is test I know that testing is always amazingly fun make sure to test your game as much as possible I know that it sounds like patronizing and of course I'm going to test my game but the reason why is that we lower we shift the focus from functionality testing that we were doing years ago into our own side things that I'll show you later therefore is important that the game is being tested from functionally device directly by you or by your testing team or whoever is behind the game when we say functionality test anything from crashes from things that can annoy the user whatever it is like I said crashes are we're dishes and make sure to do it again and again and again because it's beneficial for both you the user base and us in QA obviously it's up to you you can rely on external QA teams to do this they're probably going to be a fee for it there are plenty of studios out there however based on our experience don't be afraid too much of this part of the development cycle you can do it all in-house we have plenty of examples that have done all the testing all that you a done directly by the dev team guys in terms of the next level is more about customizing we know that there is loads of content lots of new games that come every month or every week on the platform the only suggestion we can give is essentially what you might expect make your game unique made it stand up against the rest one thing that we notice is the feedback from user communities that is about trophies unlock many games don't present any challenge at all with trophies they just put it there for fun but it's not really fun so what we suggest is to make your trophy system a be unique a bit car a bit tailor to the actual game experience rather than having some very bad bad things that we see around again anything that you need from us just speak to us because you can speak with the tech guys you can speak with the business guys we always have plenty of star suggest you design whatever it is you can always talk to us this is the perfect spot to start thinking about it make a trailer of your game you will need to make a trailer of your game for a later stage of the journey but this is where you should start thinking about it to not leave it as the last second thing and then it might take longer than you think you will need also to start drawing up all the metadata that you need for the store submission which means long description means all the info that you write on the store page of your game start to create assets which basically means a screen shot video description and all of that because though you will need to submit all of that to us before the release of the game another thing that you might have heard of our our TRC which are the technical requirement checklist which is essentially what QA will be testing your game against TRC is a list of requirements that are related to the platform we cover a variety of subjects that I will show later it's what we use in QA like I said we don't test functionality anymore obviously if something weird up and we're going to report it but it's not our focus our focus is just the technical requirement compliance we will be testing for all the subjects that they look a lot but they're not mostly compatibility naming convention business policy security all the things in my expect from our platform in terms of TLC we we alighted the most common issues that we found on unity based games it's at this list they will follow is taken from actual Unity game submitted to us many TLC's are already entered by the Unity engine but not all of them otherwise was too easy so here we go the one that we found that is the most painful and causing problems is before using any online features we asked you to call a specific API that we provide to you then this is in order to ensure that we are legally compliant towards underage users therefore is a very serious requirement for us because it involves a bunch of lawyers and legal and nee ulos and all that amazing thing but I'm fairly certain that after this everything will be clear and no one will fail it anymore essentially what we ask is that when you have a natural feature you hold the API ABI is going to give you either true or false if it's true everyone is happy and the user can go and play your line and obviously if it's false you block the user access to the online part of the game it sounds extremely easy but is one of the biggest problem that we ever now is compliance to this rule obviously our ABI will return a result that is based on what you put as the minimum age to play a line so that that value is input by you and the ABI will cross-reference based on PSN account information based on these results as I said the application must allow or deny access to the network side of things and by network I mean all network like online multiplayer or online leaderboard whatever is online must be closed another thing that like I said before unfortunately is not very taken into account is the trophies must be unlocked via game play only no vital trophies such as play with the developer at 3 o'clock in the afternoon and unlock this trophy and not unlock the title screen trophy that we saw yeah there was bias to creativity and a bit of challenge because no one wants to unlock a trophy just by loading the game because he's a bit lame and we also don't allow trophies to be unlocked immediately after loading the safe data that security issue so we don't allow that in terms of other things that might happen in your game enough cover specifically but the unity engine is user must be made aware of network errors path part of the network errors our system endl part or not so you will have to come up with some creative message we don't have a set of messages because otherwise like I said is too easy so you will need to come with a bit of clear DVD to say to alert the user also please make sure to use our latest publishing tool is unrelated to the SDK so we can release publishing tools separated from the SDK Ziegel but you will not need to touch the code at all it's just the tool that you use to actually package the game make sure also to pay attention to the branding and naming convention guidelines I know that is very easy to say but it's a massive cause of failure because misspelling or whatever can be and yeah as a side note I don't work for Sony for PowerPoint skill I work for so they hire me for other reason but you know it's yeah so after you've done all of this you get to the final stage which is a QA submission so what we suggest before reaching the final stage is make sure to have a proper version of unity by proper I mean the one without the watermark because that's an Eastern rejection Joey in order to do that raise the waiver request and sorry the definite are west and we're going to give you a specific version that you can use for submission that we remove the watermark before submitting test it another time you never know you might find someplace tough what you need to do when you are super ready to submit is to book a slot on fqa web which is connected to our PPR portal you will book a slot and you a will know that at that day they will start testing your game our QA will take five calendar days to test your application so they work pretty much every day including Saturday Sunday we would be only testing against the TRC like I said before we will not be testing functionality issues again if the game keeps crashing then we probably report it but it's not the main focus and also you will be able to check whatever we report in the live bug database that is available so you will be able to see in real time will get clogged against your game and check the box if you would fail your submission as you probably expect make sure to address the bugs found before it's a meeting for any clarification and any questions you might have about any bug that has been raised against your game again common definite talk to us we're happy to help and clarify whatever we can once you will be ready you can revoke another slot and go through another round don't worry it is essentially very very common to fail the first time the round of certification is it's a new area for many developers you have not seen any of the TRC is fairly common to just fail it for a number of reason the bugs raised by our QA guys will be fairly clear and will point you in the right direction again if you have any questions of all those bugs or you can't reproduce or whatever it is you can talk to us you can talk to the QA guys we are open to discussions so the strategy to go through this like I say I can't stress enough on our important is to actually communicate to us either your via account manager or if you don't speak with agent and come directly on dev net we are there we are ready an epidural and every submission obviously takes again five calendar days so every submission cycle is five calendar days the game will still be fully retested from one submission to another and because of these make sure to plan ahead your release schedule to not find yourself at the very last second to have to deal with another reason mission and also like I said talk to us as much as possible during the stage because we are very happy to help another thing that we always speak about is the fact that our QA also provides these additional services you might need or you might not need but they are available the first one is the TRC suite and is basically I'll write a quick run through the TRC based on your build your build can be either close to completion or can be a bit early stage and you can pass through this or you can do an actual pre master submission and basically it will be an actual submission based on the Builder that you send to QA obviously these are paid for services so if you want a better result you might want to send the premaster submission which is extremely close to the final release or the final build of your game after you pass a mission you want you pass the last page again don't let the rumors of kill your mood we are not that bad submission we are kind of helpful we work closely with the QA guys so whatever communication goes to them passed through us and the other way around so whatever God or issues you have and you speak with them make sure that we are also in the loop and we all usually are as a nebula as the final Jordan is towards the publish thing is getting closer don't forget to provide a metadata of your game that you I'm sure you already have ready is because there is a turnaround time to get this metadata approved and before the game actually will go on the store this needs to be approved is about a week turnaround time in addition to these based on the country you want to publish your game on there are some language requirements based on the long descriptions on the description of your game some store might require localization of the text some others are fine with English only all the guides are on the on the portal once the metadata assets trailer whatever else is left has been approved to your gaming ready to go in five business day on the store and hype is poised at that point is real in terms of what we suggest to do especially for new TV for new developers is to be open with your audience interact with them another thing we suggest is to use our live area for your game live area is basically when you see the game on the ps4 all the different tabs that you have around the game you can have a top linking directly to your game for DLCs you can have a top linking for leaderboard whatever you want obviously to eat and generate interest in your game is your game you want more as many people as possible to play with it you can talk to us about released window we can suggest obviously we're not going to mandate a release window for you but we can suggest you which release window would work probably better for your title have a point of reference with your audience means have an email have somewhere that the audience can contact you for whatever things up in game and also we suggest to enrich the application for using PlayStation specific features light bar to a shock for speakers sharing and streaming interactions the more you use these specific things the batteries the end result with users don't be afraid done don't pull back create DVD from user side is always appreciated you are the creator the product is entirely yours will never step in on your product but if we need any sort of elf or any discussion from business or non-business side where there 12 and that the dragon of the presentation and and that's it for me [Applause]
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Channel: Unity
Views: 35,357
Rating: undefined out of 5
Keywords: Unite Europe 2017, unity, unity3d, gamedev, indiedev, game engine, playstation, sony playstation
Id: -M76_buQY9I
Channel Id: undefined
Length: 26min 41sec (1601 seconds)
Published: Mon Jul 10 2017
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